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path: root/servers/visual_server.cpp
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* canvas_item_add_triangle_array bind fixupMarcelo Fernandez2018-05-081-1/+1
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* Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky2018-05-071-0/+1
|\ | | | | Added partial texture update to VisualServer
| * Added partial texture update to VisualServerMarc Gilleron2018-04-291-0/+1
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* | Fixes logically dead code (Coverity)Crazy-P2018-04-211-2/+2
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* [DOCS] Sync classref with current sourcePoommetee Ketson2018-02-251-2/+2
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* Readd VS.sync and VS.draw to keep compatibilityRémi Verschelde2018-02-191-0/+6
| | | | | | | Those are deprecated as VS.force_sync and VS.force_draw do the same and more explicitly, but we cannot remove them without marking them as deprecated before that. Fixes issue introduced in #15892.
* Merge pull request #15892 from Zylann/add_missing_vs_bindingsRémi Verschelde2018-02-141-4/+281
|\ | | | | Added all missing VisualServer bindings
| * Added all missing VisualServer bindingsMarc Gilleron2018-01-201-4/+281
| | | | | | | | | | | | | | - Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance - Removed draw and sync, were duplicates of force_* equivalents - Bumped binders max arguments from 11 to 13 - Wrote some wrappers as not all methods were variant-friendly
* | Fix VisualServer.free conflicting with Object.freeMarc Gilleron2018-01-251-1/+1
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* improves portability with some compilersAriel Manzur2018-01-181-7/+7
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* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-4/+4
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Fix macOS and other builds after #15299Duy-Nguyen TA2018-01-041-1/+1
| | | | Commit ammended by @akien-mga to fix more platforms.
* Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde2018-01-041-1/+1
|\ | | | | renames "z" Node2D property to "z_index"
| * #15078 renamed "z" -> "z_index" property in Node2DJerome670002018-01-031-1/+1
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.Juan Linietsky2017-12-161-0/+1
| | | | Call needs to be routed via visual server to reach the proper thread.
* Bind TextEdit.deselect and update documentationRémi Verschelde2017-12-161-0/+1
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* doc: Sync classref with current sourceRémi Verschelde2017-11-271-2/+2
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* Merge pull request #13228 from rminderhoud/weightsRémi Verschelde2017-11-261-1/+1
|\ | | | | Fix read bug in compressed bone weights
| * Fix read bug in compressed bone weightsRalph Minderhoud2017-11-231-1/+1
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* | Merge pull request #12572 from RandomShaper/onion-skinningJuan Linietsky2017-11-261-2/+2
|\ \ | | | | | | Onion skinning
| * | Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez2017-11-251-2/+2
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* / Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
|/ | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-11/+11
| | | | Fixes #12973.
* Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky2017-11-141-0/+2
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* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-1/+0
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* Bind some VisualServer functionsLeon Krause2017-10-201-5/+403
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* Expose 'request_frame_drawn_callback' to script.Saracen2017-10-141-0/+1
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* Bind VisualServer.sync() method to GDScriptJulian Murgia2017-10-111-0/+1
| | | This function is needed in Escoria's resource queue (https://github.com/godotengine/escoria/blob/master/device/globals/resource_queue.gd#L94)
* Script access to formatted arrays and blend_arrays in meshes.SaracenOne2017-09-111-0/+23
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* Renderer/Simulator flagsGustav Lund2017-08-301-0/+1
| | | | Now hopefully with correct code style
* Dead code tells no talesRémi Verschelde2017-08-271-38/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixed wrong usage of has_no_area function, closes #10434Juan Linietsky2017-08-191-7/+8
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* Properly manage drawing of primitives when they lack an area, fixes #8930Juan Linietsky2017-08-181-4/+5
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* Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-2/+2
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-1/+1
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* -Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky2017-08-081-36/+0
| | | | -Restored an alpha scissor property in Material
* Fix various property not found errorsPoommetee Ketson2017-07-261-1/+1
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* Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde2017-07-241-5/+5
|\ | | | | Add object type hint for docs
| * Add object type hint for docsPoommetee Ketson2017-07-231-5/+5
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* | Several changes to better run in mobile.Juan Linietsky2017-07-221-0/+8
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-6/+15
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-4/+16
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-2/+2
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog2017-06-191-3/+5
|\ | | | | Add double-sided flag to SpriteBase3D [master]
| * Add double-sided flag to SpriteBase3D (fixes #8007)Andrea Faulds2017-05-021-3/+5
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* | Merge pull request #9230 from supagu/normals-fixRémi Verschelde2017-06-171-4/+5
|\ \ | | | | | | Fixed decompression of normals