Commit Graph

5626 Commits

Author SHA1 Message Date
75be697817 Merge pull request #52246 from Paulb23/verbatim-string
Syntax highlight c# verbatim string literal
2021-09-08 14:48:22 +02:00
fd0a2b6cde Merge pull request #52480 from mhilbrunner/network-rename
Multiplayer networking renames/simplification
2021-09-08 14:20:58 +02:00
321ee7bda1 Merge pull request #52106 from Paulb23/text-edit-optimisation
Optimise TextEdit get line height and width
2021-09-08 14:04:41 +02:00
5b25457794 Multiplayer networking renames/simplification
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
2021-09-08 12:05:54 +02:00
643ae7063c Merge pull request #51964 from bruvzg/request_camera_permission
[macOS] Request camera permission before session init.
2021-09-07 23:15:38 +02:00
ca11f8ad30 Merge pull request #52237 from ellenhp/polyphony
Add optional polyphonic playback to built-in audio player nodes
2021-09-07 17:38:51 -03:00
886ad727f8 Merge pull request #52267 from williamd67/lookup-symbol-builtin-functions
Show help for built-in functions (@GlobalScope)
2021-09-07 21:05:09 +02:00
9ada29e918 Merge pull request #52289 from Calinou/remove-old-msvc-support-ifdef
Remove `#ifdefs` for handling compilation with Visual Studio < 2015
2021-09-07 21:01:44 +02:00
0e3cab41eb Add polyphony to Audio Stream Player nodes 2021-09-07 09:44:39 -07:00
acc776f7b6 Merge pull request #52442 from Faless/mp/4.x_rpc_manager
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
2021-09-07 18:44:39 +02:00
bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
461d31427c Merge pull request #52205 from BastiaanOlij/blit_source_rect
Add source rectangle to blit
2021-09-07 09:21:13 +10:00
e1ae2708ee Merge pull request #52271 from nekomatata/query-layer-default-mask
Harmonize default value for collision mask in ray/shape queries
2021-09-06 09:33:18 -07:00
0bdbce672c Merge pull request #52341 from Calinou/scons-fix-missing-sconscript-warning
Fix missing SConscript warning when building using SCons
2021-09-04 11:51:47 +02:00
48c66b80ad Add documentation to GodotSharp
- Adds documentation to almost every class and member in `GodotSharp`
- Fixes some old documentation to more closely follow the XML comments convention
2021-09-03 19:03:31 +02:00
415529400b Fix constant tag documentation in C# bindings generator 2021-09-03 18:54:40 +02:00
5508d4606b Fix PackedInt64Array typo in bindings_generator.h 2021-09-03 18:54:40 +02:00
ade4e9320a Merge pull request #50872 from aaronfranke/cs-format-mini-2
Some more C# formatting and style fixes
2021-09-03 18:44:36 +02:00
d20031ccae Merge pull request #52342 from Faless/enet/4.x_no_close_error
[Net] Silence ENetMultiplayerPeer close_connection.
2021-09-03 10:20:26 +02:00
8c82e305ba Merge pull request #52329 from ZuBsPaCe/gdscript-unused-private-class-variable-fix
GDScript: Fix for UNUSED_PRIVATE_CLASS_VARIABLE
2021-09-03 10:04:11 +02:00
c76ad6b158 GDScript: Count usages of member variables.
Otherwise private member variables will always lead to UNUSED_PRIVATE_CLASS_VARIABLE.
2021-09-03 07:44:46 +02:00
1933df0013 Some more C# formatting 2021-09-02 15:12:15 -05:00
027fbc9a6c [Net] Silence ENetMultiplayerPeer close_connection.
Used to print an error when it was not active, now it just returns
immediately as per the documentation.
2021-09-02 15:21:09 +02:00
828f9c6c29 Fix missing SConscript warning when building using SCons 2021-09-02 15:14:28 +02:00
84852585b9 Check for GDScript member and class naming conflicts in a variety of conditions. 2021-09-02 07:16:06 +01:00
58c30b2626 Merge pull request #51639 from Ev1lbl0w/gsoc21-dap
Implement more advanced features for DAP
2021-09-01 16:17:32 +02:00
25ae279317 Merge pull request #52270 from KoBeWi/goodbye_polar
Remove cartesian2polar and polar2cartesian
2021-09-01 09:33:13 -03:00
cf59028972 Merge pull request #48237 from KoBeWi/they_came_from_angle
Add Vector2.from_angle() method
2021-09-01 09:32:42 -03:00
fc0bfbb33b Remove #ifdefs for handling compilation with Visual Studio < 2015
Godot 3.3 and later require Visual Studio 2017 to be compiled.
2021-08-31 20:04:17 +02:00
292ed61c18 Implemented advanced features of DAP
Respect client "supportsVariableType" capability

Implement "breakpointLocations" request

Implement "restart" request

Implement "evaluate" request

Fix error messages not being shown, and improved wrong path message

Removed thread option and behavior

Implemented detailed inspection of complex variables

Fix "const"ness of functions

Added a configurable timeout for requests

Implement Godot custom data request/event

Implement syncing of breakpoints

Added support for debugging native platforms
2021-08-31 15:17:58 +01:00
3f3739ccb5 Add Vector2.from_angle() method 2021-08-31 01:53:58 +02:00
bcd73fc00a Merge pull request #52240 from Rubonnek/rename-rel-path
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30 20:45:45 -03:00
26bd432707 Harmonize default value for collision mask in ray/shape queries
The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.

Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
2021-08-30 16:42:49 -07:00
017c94222e Remove cartesian2polar and polar2cartesian 2021-08-31 01:41:41 +02:00
b2f858870d Show help for built-in functions (@GlobalScope) 2021-08-30 21:51:56 +02:00
6dab6e4136 Revert " Improve collision generation usability in the new 3D scene import workflow." 2021-08-30 11:30:36 -03:00
b60a51f023 Merge pull request #51985 from AndreaCatania/coll
Improve collision generation usability in the new 3D scene import workflow.
2021-08-30 07:25:51 -07:00
cf36fb405c syntax highlight c# verbatim string literal 2021-08-30 11:38:03 +01:00
fd52e18d19 Try other resolved IPs if one fails to connect 2021-08-30 13:00:48 +08:00
d11c1afc04 Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
fafddbc143 [GDScript] [Net] Allow mixing rpc annotation paramters.
The strings no longer needs to be in order.
The last parameter (channel), still requires all the other parameters to
be present.
2021-08-30 00:54:38 +02:00
64b9f30b92 [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).

This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".

This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.

RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.

Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
2021-08-30 00:54:38 +02:00
fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
4f9509e6ba Merge pull request #52085 from williamd67/fix-await-without-argument
Print error message when await is not followed by signal or coroutine
2021-08-28 23:01:34 +02:00
5d2c4faa89 Merge pull request #52164 from mhilbrunner/gd-style-fixup
GDScript test style fix
2021-08-28 20:16:17 +02:00
e77338978f Print error message when await is not followed by signal or coroutine
When await was not followed by a signal or coroutine the GDScript parser would
crash.

This fix will check if await is followed by a signal or coroutine in case that
isn't true (element == nullptr) then an error message is printed.
2021-08-28 17:29:35 +02:00
eac8b91c25 Optimise TextServerAdvanced static string comparisions 2021-08-28 11:27:23 +01:00
2d2d24a538 Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.

It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
2021-08-28 08:34:15 +02:00
b9c64df69b Fix double named size parameter 2021-08-28 13:30:43 +10:00
d04aa9a114 Merge pull request #52122 from V-Sekai/autoload_list
Use sorted map for autoloads in ProjectSettings to preserve order.
2021-08-27 14:41:40 -07:00