738d2ab969
Removed unnecessary assignments
2017-08-21 15:15:55 -04:00
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
0c18009665
Added missing icon and svgs upscaling
2017-08-20 13:53:09 -05:00
da8fecf25e
Added support for SVG
2017-08-20 13:53:02 -05:00
541fdffc0a
Merge pull request #10319 from neikeq/pr-engine-editor-hint
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Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
5627047c32
Merge pull request #10455 from groud/control_margin_fixes
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Some control fixes and removed other useless lines
2017-08-20 15:24:00 +02:00
06256cd778
Some control fixes and removed useless lines
2017-08-19 19:10:00 +02:00
ce85179e5d
Merge pull request #10446 from bojidar-bg/6583-fix-wait-node
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Fix Condition + Wait nodes freezing the game
2017-08-19 18:00:20 +02:00
00d552b1cd
[GDnative] Correct godot_string_chars_to_utf8_with_len function name
2017-08-19 17:08:33 +02:00
4a0b4417a3
Fix #6583 , Condition + Wait nodes freezing the game
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Make sure that only the first node after VS resume gets resumed
2017-08-19 17:54:32 +03:00
e3e2f06324
Replacement of internal RegEx with PCRE2
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The pattern and replacement matching behaviour has been changed purely
due to the nature of switching to a standards-compliant library.
One mistake in the previous behaviour was that named groups didn't have
a number. This has been corrected.
As names are actually just an alias of numbered groups,
RegExMatch::get_name_dict() is now get_names() and is a dict
referring to the group number it represents.
Duplicate names are enabled and the with the first matching instance
used.
Due the lack of a suitable equivalent in PCRE2, RegExMatch::expand() was
removed.
2017-08-19 19:29:14 +08:00
90b8a5b71e
Removes editor_hint from SceneTree
2017-08-19 01:29:45 +02:00
cbcf40bd31
-Volume sliders, mute, solo and fx bypass are functional, closes #9021
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-Fixed tree reselect, makes reselecting an audio bux FX work
2017-08-18 18:21:53 -03:00
b20952ebff
Update script signals in real-time when script changes. Fixes #8980
2017-08-18 16:44:03 -03:00
d28da86f9f
GDScript Built-in: add inverse_lerp & range_lerp
2017-08-18 21:49:03 +07:00
eab850524e
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-17 19:51:13 -03:00
b1ecaaa22b
Merge pull request #10307 from Rubonnek/update-argument-names
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Updated function argument names
2017-08-16 17:17:56 +02:00
c1a43a09be
Merge pull request #10356 from RandomShaper/fix-msvc-error
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Add comment warning about include order
2017-08-16 17:11:59 +02:00
ae2d449047
Revive inspector property evaluation
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GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work.
Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead.
Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10`
Closes #9500 .
2017-08-16 03:01:41 +02:00
2a26c5ce62
Comment include order to avoid errors
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So as to not revive #10071 , as suggested by @akien-mga.
2017-08-15 22:12:57 +02:00
0d35d4d53b
Replace GUI anchor type by a float between 0 and 1
2017-08-13 21:20:13 +02:00
428f03cf06
Updated function argument names
2017-08-12 15:12:49 -04:00
dbece391a8
Merge pull request #10179 from marcelofg55/master
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Fix crash when running a game with the profiler enabled
2017-08-11 10:38:16 +02:00
8e6768c963
Merge pull request #10202 from neikeq/how-do-you-turn-this-on
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Improves method bind's detecting of signarute types
2017-08-11 10:29:41 +02:00
78619a5866
Fixes method definitions with extra number of arguments
2017-08-10 07:17:51 +02:00
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
1e74f27f8f
Adds missing type information to virtual method binds
2017-08-10 07:17:50 +02:00
e93ce339dc
Merge pull request #10206 from endragor/show-base-nativescript-props
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Allow to edit base type NativeScript properties
2017-08-09 23:07:42 +02:00
9c1afce38e
Allow to edit base type NativeScript properties
2017-08-09 20:51:38 +07:00
9d4887e74b
Fix getting default values for NativeScript base type properties
2017-08-09 20:37:37 +07:00
1536cc4381
Merge pull request #9633 from ducdetronquito/gdnative_string_api
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[GDNative] Implement String API.
2017-08-09 04:44:22 +02:00
0b55363a82
Implemented String C API.
2017-08-08 23:42:54 +02:00
077ed98c92
Fix crash when running a game with the profiler enabled
2017-08-08 18:02:45 -03:00
8a4bce6ebd
Ability to set a function as sequenced, so when called you can choose not to use sequence ports. Fixes #6346
2017-08-08 13:14:36 -03:00
95f10c620d
push variable later when created, to avoid self-referencing as a valid case, closes #6111
2017-08-08 11:44:49 -03:00
fab75bce3f
Properly rename visual script functions, fixed #6076
2017-08-08 11:32:09 -03:00
c6120e77a8
Implement len() gdscript built-in function for python users, closes #1960
2017-08-07 18:38:47 -03:00
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
37adf936ab
few bugs fixed thanks to explicit bool constructor and clang.
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explicit bool constructor has thus now been removed, as it served it's mission!
2017-08-05 21:43:10 -03:00
76ce18c290
[GDNative] fixed double variant call
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This bug got discovered thanks to clang!
2017-08-06 02:04:06 +02:00
cfe4b30941
renamed node path, closes #5691
2017-08-05 09:13:59 -03:00
d71171026f
Dont call nativescript callbacks if lib is not initialized
2017-08-04 21:17:33 +07:00
211dfa6602
Merge pull request #10072 from karroffel/gdnative-header-include-paths
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[GDNative] fixed a bug with ambiguous include paths
2017-08-04 04:06:54 +02:00
ab3b1e67c7
[GDNative] fixed a bug with ambiguous include paths
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fixes #10071 . The problem is that the json.h file includes the
local variant.h instead of the "absolute" core/variant.h
2017-08-04 03:26:32 +02:00
056b5f9e56
Merge pull request #10060 from endragor/nativescript-frame
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Forward frame call to GDNative libraries
2017-08-03 13:52:44 +02:00
aaf84129db
Forward frame call to GDNative libraries
2017-08-03 14:04:04 +07:00
c143f86968
[GDNative/NativeScript] fix -rdynamic and removed _init call
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The _init call was buggy anyway and in the end shouldn't be a
thing that's called via ClassDB, it should be something that's
language specific, so we leave this out for the bindings.
In the commit 66a7763 the SCsub file for GDNative was changed to
use a cloned environment, that bricked -rdynamic which needs to be
passed down to the linker, which didn't happen with the new env.
2017-08-02 14:21:12 +02:00
880048377d
[GDNative] better header include paths
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The old include paths caused some problems on some compilers, for
example including "string.h" was ambiguous.
2017-08-02 03:50:33 +02:00
93c226f7a3
Merge pull request #9964 from supagu/audio_fix
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Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in in…
2017-07-30 20:59:45 +02:00
fc9f5d59b5
[NativeScript] fix signals from base class not being accessible
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https://github.com/GodotNativeTools/cpp_bindings/issues/26
2017-07-30 15:04:00 +02:00