Commit Graph

101 Commits

Author SHA1 Message Date
c5dcbeb160 Scene: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `scene/2d/navigation2d.h` -> `navigation_2d.h`
- `scene/2d/screen_button.h` -> `touch_screen_button.h`
- `scene/3d/scenario_fx.h` -> `world_environment.h`
- `scene/audio/audio_player.h` -> `audio_stream_player.h`
- `scene/resources/bit_mask.h` -> `bit_map.h`
- `scene/resources/color_ramp.h` -> `gradient.h`
- `scene/resources/shape_line_2d.h` -> `line_shape_2d.h`
- `scene/resources/scene_format_text.h` -> `resource_format_text.h`
- `scene/resources/sky_box.h` -> `sky.h`

Dropped:
- `scene/resources/bounds.h`
2019-02-12 17:21:48 +01:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
3a93499f89 Allow signal connecting even if script is invalid (only when compiled with tools), fixes #17070 2018-11-27 19:55:37 -03:00
f2e54057ae -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
cf09952b6b Fixes crash when loading *.escn resources with gdnative #20141
The issue is that ResourceFormatLoaderText is a singleton. It was created in a faulty way in
ResourceFormatLoaderNativeScript::load
It was created on the stack, which caused the static singleton pointer to be overwritten. This
causes then segmentation faults if the singleton is used later on.

IMO singleton creation needs to made safer to avoid other similar issues in the future.
2018-10-22 16:45:02 +02:00
e9cb01e366 Fix warnings about non-static data member initializers in nativescript
Fixes the following GCC/Clang warnings:
```
modules/gdnative/nativescript/nativescript.h:280:37: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:281:37: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:283:42: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:285:38: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:287:38: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:290:45: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:291:44: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
```
2018-10-04 09:59:49 +02:00
1e9b46d687 Clearly deprecate sync too in favor of remotesync.
NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
2018-09-15 00:06:03 +02:00
d6b31daec6 Rename slave keyword to puppet
The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
2018-09-15 00:06:03 +02:00
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
fadf2d2afd Fix invalid deref in NativeScript script classes 2018-09-04 08:35:28 -05:00
917bd5b2c2 [NativeScript] implement refcount instance binding funcs 2018-08-30 19:55:04 +02:00
a323b7a1ba Implemented profiling functions for NativeScript 2018-08-22 15:40:41 -03:00
05f717376b Add NativeScript support for script classes. 2018-08-15 10:58:13 -05:00
eb48119821 Added system for GDScript warnings
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
2018-08-10 16:00:47 -03:00
8a914f17b0 Fixed nativescript getter and setter logic 2018-07-27 23:45:29 +10:00
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
77f3c0b495 Fix possible crash at NativeScript::get_base_script 2018-07-25 10:58:15 -03:00
03746da73f Add editor highlight for type-safe lines
The line number is hightlighted to indicate that the line contains only
type-safe code.
2018-07-20 21:55:18 -03:00
deebeb2742 Add a new notification to detect crashes on native scripts 2018-07-02 16:18:58 -03:00
8e35d937a9 New sync keywords in GDScript, NativeScript, Mono 2018-05-29 20:26:41 +02:00
1400f6fdc4 Refactor RPCMode enum and checks 2018-05-29 20:26:41 +02:00
4c69a495c9 Revert "RPCMode refactor, more sync modes" 2018-05-29 11:47:52 +02:00
a5e8a3be5e New sync keywords in GDScript, NativeScript, Mono 2018-05-26 10:49:33 +02:00
9de4ffde61 Refactor RPCMode enum and checks 2018-05-26 10:43:43 +02:00
bc110b3771 Fix NativeScript property list 2018-04-11 09:43:07 +02:00
ad93d3e277 [NativeScript] added global type tag system 2018-04-05 00:06:33 +02:00
0b92aded23 [GDNative] fixed issue with library unloading order 2018-03-31 01:45:18 +02:00
08cadc3d87 NativeScript: Fix initialization in wrong scope
Regression from d702d7b335 which broke javascript build.
2018-03-02 02:07:37 +01:00
d702d7b335 Fix various valgrind reported uninitialized variable uses 2018-02-28 21:55:13 +01:00
0b2afa24b8 add initial NativeScript 1.1 extension
This commit adds new functionality to NativeScript, namely:

 - ability to set and get documentation for classes, methods,
   signals and properties

 - ability to set names and type information to method arguments

 - ability to set and get type tags for nativescripts

 - ability to register instance binding data management functions

 - ability to use instance binding data
2018-02-09 15:04:41 +01:00
69f33a9313 [GDNative] fix NativeScript false negative error 2018-01-18 16:00:38 +01:00
9b96f87377 [GDNative] fix #15723 2018-01-18 12:04:34 +01:00
d56bcc38ac [GDNative] fix two crashes with NativeScript 2018-01-14 23:39:10 +01:00
567d20fe5f [GDNative] fix editor crash with NativeScript 2018-01-14 01:01:35 +01:00
66eed7b859 [GDNative] fix reloading of non-reloadable libraries 2018-01-06 21:10:01 +01:00
34cdcf5cd0 [GDNative] added reload property 2018-01-06 12:31:30 +01:00
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
d82942e1c5 [GDNative] removed anchors 2017-11-03 15:17:50 +01:00
ffc2669298 [GDNative] use feature tags, added load once option 2017-11-03 15:17:44 +01:00
2609cc9ef4 Removes Script::get_node_type()
used before GDScript, with squirrel apparently
2017-10-25 20:11:30 +02:00
e218a13a64 Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
2017-10-24 15:48:58 +02:00
8c50bc369e Merge pull request #11953 from touilleMan/pluginscript
[GDnative] add pluginscript \o/
2017-10-17 13:08:41 +02:00
e715be0f0a [GDnative] add pluginscript \o/ 2017-10-17 10:50:13 +02:00
9c1f6c5db6 [Nativescript] fix crash when loading a library with missing godot_nativescript_init 2017-10-16 08:16:37 +02:00
86de8060a4 remove error message for optional NativeScript symbols 2017-10-15 03:42:52 +02:00
e0019453a2 update ARVRInterfaceGDNative to use API struct 2017-10-14 18:18:02 +02:00
e568f80e6e [GDNative] removed native_raw_call 2017-10-14 15:50:55 +02:00
269203a022 Provide NativeScript properties in definition order 2017-09-05 12:45:23 +07:00