Commit graph

4595 commits

Author SHA1 Message Date
George Marques 69c81309cc
Merge pull request #40673 from ThakeeNathees/gdscript-op-eval-validation
GDScript operator evaluation validation bug fix
2020-08-08 10:52:40 -03:00
George Marques 1f14068727
Merge pull request #40951 from bruvzg/gds_cleanup
[GDScript] Add static HashMap cleanup.
2020-08-08 10:44:57 -03:00
George Marques 3aef60591b
GDScript: Tidy up assignment operator check
The operator is already gathered by the parser, no need to do it again
in the analyzer.
2020-08-08 10:37:51 -03:00
George Marques 241e709462
Merge pull request #41062 from ThakeeNathees/unsafe-arithmatic-assignment-bug-fix
GDScript: unsafe arithmetic assignment bug fix
2020-08-06 10:51:48 -03:00
Thakee Nathees 38c7d080e8 GDScript: unsafe arithmetic assignment bug fix
Fix: #41051
2020-08-06 11:12:26 +05:30
Stephen Nichols fbd07bf3bf Adding error message for empty grouping expression 2020-08-05 14:42:33 -05:00
Stephen Nichols 8a13be50ab Fixing null callee crash. 2020-08-05 14:41:46 -05:00
Andrea Catania 6831da630f
Merge pull request #40989 from madmiraal/fix-40739
Reload Bullet space override modifier even when RigidBody is inactive.
2020-08-05 13:54:25 +02:00
Rafał Mikrut ac1b2da96e Fixes leak when creating bullet shape 2020-08-05 10:04:04 +02:00
George Marques 9adf6d3441
Merge pull request #40690 from ThakeeNathees/arithmetic-assign-type-check-bug-fix
GDScript arithmetic assignment type check bug fix
2020-08-03 09:26:09 -03:00
Hugo Locurcio c73c327bab
Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.
2020-08-03 13:58:51 +02:00
Marcel Admiraal 3a05ca9c2b Reload Bullet space override modifier even when RigidBody is inactive. 2020-08-03 11:39:16 +01:00
unknown 561af0c17d Fixed tiny grammar issues in error messages 2020-08-03 14:03:28 +05:30
bruvzg ee973f5b90
[GDScript] Add static HashMap cleanup. 2020-08-01 22:08:12 +03:00
hoontee fc8574fbac Transform CSGShape collision when necessary 2020-08-01 01:45:22 -05:00
hoontee 001b6075cb
Properly handle empty CSGCombiners 2020-07-31 10:11:26 -05:00
Rémi Verschelde ba853f86af
Merge pull request #40903 from Calinou/doc-json
Improve JSON-related documentation
2020-07-31 10:39:56 +02:00
Hugo Locurcio 930e10ffff Improve JSON-related documentation
This closes https://github.com/godotengine/godot-docs/issues/3848.
2020-07-31 09:56:11 +02:00
Rémi Verschelde 9833f9cc11 doc: Fix typo in BBcode tag 2020-07-30 16:24:37 +02:00
Marcel Admiraal 9be7b30f35 Ensure CSG parent's _make_dirty() is called when entering a tree. 2020-07-30 13:34:37 +01:00
SkyJJ 9cd1ef573c Refix GDScriptTranslationParser leak 2020-07-29 23:17:58 +02:00
Rémi Verschelde fa6cd2cd77
Merge pull request #40838 from Faless/dtls/enet_refuse_fix
Fix crash in ENet changing refuse_new_connections
2020-07-29 18:06:19 +02:00
Fabio Alessandrelli e5f3159a23 Fix crash in ENet changing refuse_new_connections
When the host is not started.
2020-07-29 17:53:41 +02:00
Rémi Verschelde 157958c77c
Merge pull request #40823 from Calinou/doc-string-split-regex
Document how to perform advanced string splitting using RegEx
2020-07-29 12:42:15 +02:00
Hugo Locurcio 5f2b6bd476 Document how to perform advanced string splitting using RegEx
This closes https://github.com/godotengine/godot-docs/issues/3607.
2020-07-29 12:12:01 +02:00
Lyuma 68566b7bec GDScript: Fix crash caused by inconsistent get_member 2020-07-29 02:56:03 -07:00
Rémi Verschelde a6916d1f17
Merge pull request #40678 from aaronfranke/string-float64
Make all String float conversion methods be 64-bit
2020-07-28 01:27:34 +02:00
Rémi Verschelde 932b75e247 doc: Sync classref with current source 2020-07-28 01:08:44 +02:00
Aaron Franke 56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Rémi Verschelde 4e825539e5
Merge pull request #40762 from SkyLucilfer/PackedSceneLeak
Fix EditorTranslationParser leak
2020-07-28 00:31:46 +02:00
Rémi Verschelde 5f28ab6566
Merge pull request #40771 from Xrayez/scons-verbose-builders
SCons: Refactor running commands through builders
2020-07-28 00:30:55 +02:00
Rémi Verschelde 3edcccafd9
Merge pull request #40777 from Nhiqill/fix_mono_nested_class_reload
Pop from front to avoid infinite loop with nested classes
2020-07-28 00:26:14 +02:00
Andrii Doroshenko (Xrayez) d86de6c98e SCons: Refactor running commands through builders
A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.

Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
2020-07-28 00:09:21 +03:00
Rémi Verschelde c845e20add Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 7eebb06b55.
2020-07-27 22:45:01 +02:00
Nhiqill 42d1b4f389 Pop from front to avoid infinite loop with nested classes 2020-07-27 16:36:56 -04:00
George Marques 04f46aea8d
GDScript: Fix crash on 'await' completion 2020-07-27 17:17:39 -03:00
SkyJJ 0e54ba0486 Fix EditorTranslationParser leak 2020-07-27 17:02:53 +02:00
Rémi Verschelde 3e87022ecc
Merge pull request #40252 from AndreaCatania/flush
Improved Bullet Physics flush algorithm, Lazy collision filter reload, Shape reload regression fix.
2020-07-27 13:57:47 +02:00
Rémi Verschelde bd9fc75768
Merge pull request #40706 from akien-mga/style-fix-file_format-macos
Fix code format scripts compat with non-GNU Unices
2020-07-27 13:27:56 +02:00
Rémi Verschelde c71e189efd Style: Fix code format scripts compat with non-GNU Unices
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.

And improve it to also remove trailing tabs, not just spaces.
2020-07-27 13:11:44 +02:00
Rémi Verschelde 3e99059129
Merge pull request #40714 from ThakeeNathees/Object-type-bug-fix
GDScript: "Object" datatype changed from BUILTIN to NATIVE
2020-07-27 08:50:16 +02:00
Andrea Catania 8d0d6d6921 - Enhanced the flush mechanism by flushing only needed thing.
- Flushing Areas before anything else.
- Make sure to correctly fetch gravity when the integrate_forces function is used
- Lazy reload body when layer and mask changes
- Shapes are reloaded just before the physics step starts.
- Improved some other parts of the code.
- Added override keyword
- Using LocalVector
2020-07-27 08:25:47 +02:00
Rémi Verschelde dc456059a4
Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standard
C#: Switch games to MSBuild Sdks and .NET Standard
2020-07-26 20:47:35 +02:00
Rémi Verschelde f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
Rémi Verschelde 33d423e240
Merge pull request #39898 from Meriipu/master_gdscript
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
2020-07-26 17:12:13 +02:00
Rémi Verschelde c75f4c06f0
Merge pull request #40647 from Xrayez/blank-tabs-fix
Make unsaved scripts in the script editor more user-friendly
2020-07-26 17:11:31 +02:00
Rémi Verschelde b2096ba53e
Merge pull request #40670 from vnen/remove-multilevel-call
Remove multilevel calls
2020-07-26 17:09:41 +02:00
Rémi Verschelde 94ff5ee535
Merge pull request #40655 from madmiraal/fix-40636
Ensure Bullet HeightMapShape3D data width and depth are at least 2.
2020-07-26 17:09:02 +02:00
Rémi Verschelde b35be146da
Merge pull request #40720 from Xrayez/modules-tests
Enable support for C++ modules tests
2020-07-26 17:04:41 +02:00
Andrii Doroshenko (Xrayez) 60f53140b8 Enable support for C++ modules tests
Modules-specific tests can be written under respective module folders.
Each module should have "tests" folder created with the tests implemented
as `doctest` headers, so they can be collected by the buildsystem and
included directly in `tests/test_main.cpp` to be compiled.
2020-07-26 17:41:46 +03:00
Andrii Doroshenko (Xrayez) 7247247522 Make unsaved scripts in the script editor more user-friendly
Unsaved scripts were previously displayed with blank tabs, which are
mostly a result of deleted or improperly moved scripts.

This patch makes sure that those kind of scripts are displayed as
"[unsaved]" now, and ensures that scripts are removed from the list
while deleting scripts from the filesystem dock preventing the unsaved
tabs to appear in the first place (a user is already prompted with
"no undo" warning while deleting any file).

A user is always prompted to save those "[unsaved]" scripts if they
attempt to close them without saving in any case except as described
above.
2020-07-26 16:05:44 +03:00
Rémi Verschelde 5700429e4e
Merge pull request #33760 from nekomatata/script-editor-init-optimization
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-26 14:05:56 +02:00
Thakee Nathees 194c2aa7e2 GDScript: "Object" datatype changed from BUILTIN to NATIVE
Fix: #40656
2020-07-26 08:00:55 +05:30
Thakee Nathees 5ba46ddf8e GDScript arithmetic assignment type check bug fixed
Fix: #40686
2020-07-26 06:46:13 +05:30
Sergey Minakov 66be375eb0 Modules: update modules to be built for iOS
Using 'available' checks to fix deprecation compilation errors
Additional checks for simulator
2020-07-25 21:55:15 +02:00
Meriipu 7f9bfee0ac GDScript: Clarified/fixed inaccuracies in the built-in function docs.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.

Clarified what it means to be approximately equal.

nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.

Added a few examples/clarifications/edge-cases.
2020-07-25 20:26:02 +02:00
Ignacio Etcheverry ced77b1e9b C#: Switch games to MSBuild Sdks and .NET Standard
Godot.NET.Sdk
-------------

Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.

The new Sdk is resolved from the NuGet package.

All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:

```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
  <PropertyGroup>
    <TargetFramework>netstandard2.1</TargetFramework>
  </PropertyGroup>
</Project>
```

Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.

Define constants
----------------

Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:

- The 'features' constants were only defined when
  exporting games. Not when building the game for
  running in the editor player.
- If the project was built externally by an IDE,
  the constants wouldn't be defined at all.

The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.

However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.

As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.

The new list of define constants includes:

- GODOT
- GODOT_<PLATFORM>
  Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
  When building with the 'Debug' configuration
  (editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
  Not defined by default unless $(GodotRealTIsDouble)
  is overriden to be 'true'.

.NET Standard
-------------

The target framework of game projects was changed
to 'netstandard2.1'.
2020-07-25 19:22:01 +02:00
Thakee Nathees 04dfb78d23 GDScript operator evaluation validation bug fix
Fix: #40665
2020-07-24 23:32:29 +05:30
George Marques 2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
George Marques e6b44b93c3
GDScript: Allow "new()" to be called in non-static functions 2020-07-24 13:45:23 -03:00
Marcel Admiraal 236857c92a Ensure Bullet HeightMapShape3D data width and depth are at least 2. 2020-07-24 13:40:26 +01:00
Rémi Verschelde 3811fb919e
Merge pull request #40598 from vnen/gdscript-2.0
GDScript 2.0 (again)
2020-07-24 01:04:57 +02:00
mega-bit 0ca96ae2c1 Fix typos in GodotSharp code docs 2020-07-22 22:46:04 +02:00
Rémi Verschelde 9a586defed VisualScript: Fix -Wduplicate-branches warning
When VSDEBUG is a no-op (default), those branches did the same (nothing).
2020-07-22 16:57:28 +02:00
George Marques a0f54cb95e
Wrap up GDScript 2.0 base implementation 2020-07-22 11:07:51 -03:00
Ignacio Etcheverry 4a30289eee C#: Fix restore not called when building game projects 2020-07-22 14:28:47 +02:00
Aaron Franke ad96b6314c
Fix XML in Plane.cs 2020-07-21 20:13:51 -04:00
Rémi Verschelde a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney 4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Aaron Franke 83e324d670
Update core documentation to match recent C# changes
Also a few minor API changes like adding AABB.abs()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-21 14:44:53 -04:00
George Marques aa09b4f85d
Reintroduce code completion 2020-07-20 11:38:40 -03:00
George Marques b6a2628c48
Reenable GDScript LSP server 2020-07-20 11:38:40 -03:00
George Marques dadfcd8aba
Added support for enums to be used as types in GDScript 2020-07-20 11:38:40 -03:00
George Marques 95c0909290
Add warning checks in GDScript analyzer
Reenable checking those when validating code.
2020-07-20 11:38:40 -03:00
George Marques 9a76ab8b6a
Add new GDScript type checker 2020-07-20 11:38:40 -03:00
George Marques 17cd6347ba
Add better local variable detection in GDScript parser
Also store Variant operator to avoid needing to do it repeatedly in
later compiling stages.
2020-07-20 11:38:39 -03:00
George Marques 7adb0d77cc
Add GDScript cache singleton 2020-07-20 11:38:39 -03:00
George Marques 886732ac2b
Add support for properties 2020-07-20 11:38:39 -03:00
George Marques 34c28eb2b8
Fix comments in beginning of file
Also improve error for unknown characters.
2020-07-20 11:38:39 -03:00
George Marques 5d6e853806
New GDScript tokenizer and parser
Sometimes to fix something you have to break it first.

This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.

Don't worry: other huge commits will come after this.
2020-07-20 11:38:39 -03:00
Marcel Admiraal ec92a26d08 Use difference in position to check whether motion in Bullet is too close
to zero.
2020-07-18 13:15:10 +01:00
PouleyKetchoupp ccff2f2551 Optimized ScriptEditor initialization when many scripts are loaded
This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.

It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
2020-07-17 09:02:24 +02:00
Rémi Verschelde 6497a3fb50
Merge pull request #40291 from hinlopen/dialog-size
Resize various dialogs
2020-07-15 12:13:33 +02:00
Rémi Verschelde 9bda8df46c
Merge pull request #40386 from touilleMan/correct-Reference-is_reference-api.json
Correct is_reference attribute in api.json for Reference class
2020-07-15 08:29:36 +02:00
Rémi Verschelde 039f01575c
Merge pull request #40392 from touilleMan/missing-has_default_value-signals-api_json
Add missing has_default_value field for signals in api.json
2020-07-15 08:26:52 +02:00
Emmanuel Leblond 37de4982ca
Add missing has_default_value field for signals in api.json 2020-07-14 23:12:44 +02:00
Emmanuel Leblond b5c80088ce
Correct is_reference attribute in api.json for Reference class 2020-07-14 18:20:20 +02:00
Rémi Verschelde 9bdcfc4e87
Merge pull request #40374 from Faless/udp/server_abstraction
UDPServer uses single socket, abstract clients.
2020-07-14 16:31:19 +02:00
Stijn Hinlopen 526e060b73 Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs). 2020-07-14 14:35:22 +02:00
Fabio Alessandrelli 7ec5c917d1 Funnel refuse_new_connections to Godot ENet. 2020-07-14 14:10:18 +02:00
Ryan Roden-Corrent 8dcc39ec91
Include gdscript warning name in LSP message.
My initial attempt changed this in the gdscript code, which resulted in
a duplicate warning name in the builtin editor. We should just append
the warning name in the LSP instead.

This uses parens to match what is shown in the builtin editor.
2020-07-14 07:11:16 -04:00
Ryan Roden-Corrent d92fa3b547
Revert "Include gdscript warning name in the warning message."
This reverts commit de3ad3b30e.
2020-07-14 06:43:58 -04:00
Rémi Verschelde 861c6c63b6
Merge pull request #40218 from aaronfranke/mono-docs
Add C# XML documentation to core C# math types
2020-07-14 10:17:10 +02:00
Rémi Verschelde ca5958d180
Merge pull request #38440 from Paulb23/syntax_highlighter_refactor
Syntax highlighter refactor
2020-07-14 09:49:02 +02:00
Rémi Verschelde 41802d8397
Merge pull request #40335 from aaronfranke/formatting-gh-actions
Use GitHub Actions for file formatting and style checks
2020-07-14 08:40:32 +02:00
Aaron Franke 9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
volzhs 4e987f5ab9 Fix overlappingObjects vector crash
use clear_overlaps() instead of clearing overlappingObjects directly
2020-07-14 02:34:18 +09:00
Rémi Verschelde db1eb909fe
Merge pull request #40261 from bruvzg/macos_mono_build
[macOS, Mono] Fix "Wdeprecated-declarations" build error.
2020-07-13 18:04:22 +02:00
Rémi Verschelde 6f0edf5bc9
Merge pull request #40308 from madmiraal/fix-40283
Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
2020-07-13 17:59:31 +02:00
Hugo Locurcio c9b6833d00 Improve the ENet channels documentation in NetworkedMultiplayerENet
This closes https://github.com/godotengine/godot-docs/issues/3598.
2020-07-13 12:12:55 +02:00
Marcel Admiraal 2ea644fda4 Set isScratchedSpaceOverrideModificator to false when removing a
RigidBodyBullet from a space.
2020-07-12 07:46:14 +01:00
Paulb23 bc4cee4458 Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Paulb23 156daddaaf Expose Syntax highlighter for editor plugins 2020-07-11 15:40:00 +01:00
Paulb23 2f1080be9b Convert syntax highlighters into a resource 2020-07-11 15:26:58 +01:00
Aaron Franke 5fd4fa0b73
Add C# XML documentation to core C# math types 2020-07-11 05:07:24 -04:00
Rémi Verschelde d0cea291d2
Merge pull request #40193 from KoBeWi/dem_pikks
Allow Area2D and 3D mouse events without collision layer
2020-07-11 00:26:56 +02:00
bruvzg 5d54c015b2
[macOS, Mono] Fix "Wdeprecated-declarations" build error. 2020-07-10 18:45:12 +03:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Tomasz Chabora 7eebb06b55 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-07-10 13:23:20 +02:00
Marcel Admiraal f31b2a1bba Move Bullet physics query flush from Bullet space pre-tick callback to
Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
2020-07-08 11:39:41 +01:00
Rémi Verschelde bd3a468fc2
Merge pull request #39726 from AndreaCatania/add_body_impr_physics
Optimized physics object spawn time
2020-07-07 12:15:09 +02:00
Rémi Verschelde 480cb25961
Merge pull request #39735 from AndreaCatania/bullet_phy_add_api
Added BulletPhysics APIs to return internal objects.
2020-07-07 12:13:51 +02:00
Aaron Franke af80bcd2f8
Add sort and has methods to PackedArrays 2020-07-06 22:16:39 -04:00
Rémi Verschelde b96b0d90d7
Merge pull request #40162 from vnen/autoloads-list
Add a map of autoloads to ProjectSettings
2020-07-07 00:12:59 +02:00
SkyJJ e9c8bf5e1b Fix GDScriptEditorTranslationParserPlugin instance leak 2020-07-06 22:40:52 +02:00
Rémi Verschelde b5a73c9e5c
Merge pull request #40157 from madmiraal/fix-39765
Clear a Bullet Area's overlappingObjects vector when removing an area from a space.
2020-07-06 19:16:51 +02:00
George Marques 9654365547
Add a map of autoloads to ProjectSettings
So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
2020-07-06 12:35:51 -03:00
Rémi Verschelde a535b9160d
Merge pull request #40155 from rcorre/warning-names
Include gdscript warning name in the warning message.
2020-07-06 16:49:54 +02:00
Rémi Verschelde 80582d1f82
Merge pull request #40116 from ThakeeNathees/editor-crash-on-super-constructor
Fix: editor crash on super constructor called
2020-07-06 16:45:37 +02:00
Ryan Roden-Corrent de3ad3b30e
Include gdscript warning name in the warning message.
Occasionally you want to ignore a warning with a `warning-ignore`
comment, and you have to go into the settings to look up what the
actual name of the warning is. This patch appends the warning name to
the end of the warning so you know what string to use to ignore it,
similar to other linters like pylint.

For example

```
"The signal 'blah' is declared but never emitted.";
```

is now

```
"The signal 'blah' is declared but never emitted. (UNUSED_SIGNAL)";
```
2020-07-06 07:22:34 -04:00
Marcel Admiraal a615d359e8 Clear a Bullet Area's overlappingObjects vector when removing an area
from a space.
2020-07-06 12:04:15 +01:00
Daniel Doran c3b16e825c Fix Mono PackedArray Marshalling 2020-07-05 14:54:31 -06:00
Rémi Verschelde c95fbd50fe
Merge pull request #40102 from SkyLucilfer/PotGenerationFix
Change translation parser plugin API to parse_file()
2020-07-05 22:35:18 +02:00
Rémi Verschelde 347a55d4c2
Merge pull request #40137 from neikeq/fix-clangtidy-warnings-mono
Mono/C#: Fix several clang-tidy warnings and cleanup
2020-07-05 22:32:27 +02:00
Ignacio Etcheverry 2511c43972 Mono/C#: Fix several clang-tidy warnings and cleanup 2020-07-05 19:19:36 +02:00
SkyJJ cae6f0bda2 Change translation parser plugin API to parse_file() 2020-07-05 12:14:56 +02:00
Thakee Nathees 023b3f2786 Fix: editor crash on super constructor called
Fix: #39909
2020-07-04 16:06:07 +05:30
Rémi Verschelde c020eea184
Merge pull request #40092 from hinlopen/remove-find-last
Remove String::find_last (same as rfind)
2020-07-04 01:38:01 +02:00
Rémi Verschelde 96644d23a0 doc: Sync classref with current source 2020-07-03 16:09:12 +02:00
Stijn Hinlopen 929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Rémi Verschelde 488576ade9
Merge pull request #40078 from endlesstravel/fix-print-null-in-array-3
fix crash when pass null in print array in GD.print
2020-07-03 15:22:25 +02:00
Rémi Verschelde 8ff99d2a8e
Merge pull request #39958 from aaronfranke/gridmap-vec3i
Update GridMap to use Vector3i instead of three ints
2020-07-03 13:38:46 +02:00
endlesstravel d2461bad63 fix crash when pass null in print array in GD.print
fix crash when pass null in print array in GD.print 2

fix crash when pass null in print array in GD.print 3

fix space
2020-07-03 16:55:09 +08:00
Rémi Verschelde 64aa25b2e5
Merge pull request #40050 from naithar/feature/ios-gdnative-master-2
[4.0] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:13 +02:00
Aaron Franke 8a333cdf9f
Update GridMap to use Vector3i instead of three ints 2020-07-02 16:50:55 -04:00
Rémi Verschelde f9c2f35dd9
Merge pull request #39415 from SkyLucilfer/PotGeneration
Add POT generation feature in Editor
2020-07-02 22:22:46 +02:00
Rémi Verschelde 67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde d121248562
Merge pull request #40049 from hinlopen/remove-pane-drag
Remove unused class PaneDrag
2020-07-02 18:33:36 +02:00
Sergey Minakov 294416c84c GDNative export: do not add fake lookup table if static lib is not used 2020-07-02 17:43:04 +03:00
SkyJJ efb4609425 Add translation parser plugin support 2020-07-02 14:47:35 +02:00
Stijn Hinlopen c3d9f12a10 Remove unused class PaneDrag 2020-07-02 13:50:31 +02:00
Sergey Minakov ad2248a3bd GDNative Editor: Support selecting frameworks for iOS 2020-07-02 13:00:27 +03:00
Sergey Minakov 9086599ae6 GDNative: support dynamic loading of iOS frameworks 2020-07-02 12:55:49 +03:00
Rémi Verschelde f71e258512
Merge pull request #30424 from raphael10241024/fix_noise
Fix OpenSimplexNoise get_image() swap axes
2020-07-02 11:50:57 +02:00
Rémi Verschelde 5c9ee93f3e
Merge pull request #39788 from bruvzg/macos_apple_silicon
[macOS] Add support for the Apple Silicon (ARM64) build target.
2020-07-01 16:45:23 +02:00
Rémi Verschelde a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
RaphaelHunter 00cac6e9b6 Fix OpenSimplexNoise get_image() swap axes 2020-07-01 11:40:14 +08:00
G'lek a5abacd1e7
Change assembly watcher after notification changes
Fixed Mono not building after #39986 was merged due to a constant that got renamed.
2020-06-30 17:41:38 -04:00
Rémi Verschelde 5f2295f2df
Merge pull request #39986 from reduz/app-inout-notification
Add a separate application focus/in notification
2020-06-30 16:58:46 +02:00
Rémi Verschelde f3c5f12e39
Merge pull request #38920 from paulherman/tga
Expose loading TGA images in Image.
2020-06-30 16:40:28 +02:00
Juan Linietsky 438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Marcel Admiraal 63f4e92195 Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
2020-06-29 18:21:15 +01:00
Marcel Admiraal 1a559c9889 Create degenerate triangles when inserting an edge into a CSG face.
They will be deleted when the faces are merged, but their edges are
needed for merging faces.
2020-06-29 17:57:07 +01:00
bruvzg 00299f15b4
[macOS] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 12:33:51 +03:00
Tomasz Chabora 13298ed873 Improve the preload and load descriptions 2020-06-28 20:51:46 +02:00
Mark Kuo 3b05d2c989 VideoStreamGDNative: close file in cleanup
We should close the file handle when we are done.
2020-06-28 10:20:07 +10:00
Rémi Verschelde 87d2397273
Merge pull request #39837 from neikeq/fix-invalid-unbox-long-as-int
Mono/C#: Fix InvalidCast because of attempt to unbox long as int
2020-06-26 07:56:42 +02:00
Rémi Verschelde aa42bd14ac
Merge pull request #39839 from neikeq/use-/restore-instead-of-/t-restore
Mono/C#: Use /restore instead of /t:restore when building
2020-06-26 07:49:40 +02:00
Ignacio Etcheverry 4b0c78b3ca Mono/C#: Use /restore instead of /t:restore when building
Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
2020-06-25 23:50:05 +02:00
Ignacio Etcheverry e8d632720f Mono/C#: Fix InvalidCast because of attempt to unbox long as int 2020-06-25 23:37:53 +02:00
Ignacio Etcheverry f87ae395ee Mono/C#: Fix unhandled exception not being printed
For some reason `mono_unhandled_exception` is not
printing the exception as its comment claims.
Use `mono_print_unhandled_exception` instead.
2020-06-25 23:28:53 +02:00
Rémi Verschelde 23f7f86914 Style: Fix copyright headers 2020-06-25 16:33:44 +02:00
Rémi Verschelde 04795d7f1e
Merge pull request #39739 from MichaelBelousov/fix/long-enum-fix-rider-cast
fix underlying type of enum crashing cast in RiderPathManager
2020-06-24 22:51:07 +02:00
Rémi Verschelde 8f5005b3eb
Merge pull request #39779 from naithar/feature/ios-modules-master
Enable iOS modules and fix missing symbols errors (4.0)
2020-06-24 22:49:39 +02:00
Michael Belousov 9f61f1ed54 Mono: fix bad long casts and wrong underlying enum types in GodotTools 2020-06-24 09:35:13 -04:00
Andrea Catania a2b5e7971a Added BulletPhysics APIs to return internal objects and fixed a typo. 2020-06-24 09:09:50 +02:00
Andrea Catania 7709a83493 Optimized physics object spawn time and optimized shape usage when the shape is not scaled 2020-06-24 08:54:11 +02:00
Rémi Verschelde 7d60a88888
Merge pull request #39783 from neikeq/messaging-codecompletion-localize-fix
C#: Fix completion request with case insensitive resource path
2020-06-24 01:00:05 +02:00
Ignacio Etcheverry d569b447ff C#: Fix completion request with case insensitive resource path
Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
2020-06-23 20:29:19 +02:00
Sergey Minakov c3e7aeb279 SCons: Enable iOS modules for ARKit and Camera 2020-06-23 12:48:44 +03:00
Rémi Verschelde 42c4a701dd
Merge pull request #39755 from Faless/crypto/encryption_pr_4.0
Crypto enhancements, AESContext, RSA public key, signature, verification.
2020-06-22 23:31:58 +02:00
Rémi Verschelde 10d2fa4210
Merge pull request #39747 from nekomatata/fix-crash-space-query
Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
2020-06-22 10:46:39 +02:00
PouleyKetchoupp 8b0232bf29 Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries 2020-06-22 10:22:11 +02:00
Rémi Verschelde c59be89273
Merge pull request #34236 from madmiraal/enable-bullet-debug
Enable Bullet DEBUG on debug builds.
2020-06-21 18:41:42 +02:00
Rémi Verschelde 858af3d3b9
Merge pull request #34219 from madmiraal/check-motion-before-bullet-sweep
Check for motion in cast_motion() before doing Bullet convexSweepTest().
2020-06-21 18:05:02 +02:00
Marcel Admiraal 8ffe905c45 Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:20:26 +01:00
Marcel Admiraal f5b99b578e Check if point's index exists before adding it to the list of points
that need to split faces when avoiding creating degenerate faces
while merging CSG faces.
2020-06-21 14:48:01 +01:00
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
Rémi Verschelde a8d302bd4f
Merge pull request #39678 from akien-mga/universae-fenestras
Export: Rename 'Windows Universal' to 'UWP'
2020-06-19 18:54:34 +02:00
Rémi Verschelde d5c659c992
Merge pull request #39652 from paulloz/generics-getnodesingroup
[mono] Implement generics GetNodesInGroup
2020-06-19 18:52:36 +02:00
Rémi Verschelde 08ef0aab16 Export: Rename 'Windows Universal' to 'UWP'
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).
2020-06-19 16:31:28 +02:00
Paul Joannon 183dc04d70 [mono] implement generics GetNodesInGroup 2020-06-19 08:49:24 +02:00
Rémi Verschelde 9562fb900e
Merge pull request #39629 from MichaelBelousov/dont-slice-longs-to-mono
Dont slice 64-bit integers marshaled to mono in dynamic contexts
2020-06-19 07:50:34 +02:00
Fabio Alessandrelli 8e3f9aa681 Implement RSA encryption/decryption. 2020-06-18 15:29:39 +02:00
Fabio Alessandrelli dfcc11fa52 Implement sign and verify in crypto. 2020-06-18 15:29:39 +02:00
Fabio Alessandrelli 788f18086e CryptoKey supports public keys. 2020-06-18 15:29:39 +02:00
Fabio Alessandrelli f03b7f3d7a Better zeroizing in CryptoKey.
Small code clenup (after PoolByteArray change).
2020-06-18 15:26:01 +02:00
Hugo Locurcio 24a8d43272 Document Mono-specific classes
This fully documents all Mono-specific classes.
2020-06-18 10:32:34 +02:00
Michael Belousov 60fcefba69 return boxed long when marshalling a godot int to mono runtime in dynamic contexts 2020-06-17 17:16:17 -04:00
Rémi Verschelde d341181f30
Merge pull request #38067 from ThakeeNathees/elif-error-line-fixed
GDScript debugger incorrect error line fixed
2020-06-17 19:17:44 +02:00
Thakee Nathees 9325671faa GDScript debugger incorrect error line fixed
if the first line of an else or an elif throws a runtime error the
debugger shows incorrect line number.
2020-06-17 21:24:01 +05:30
Rémi Verschelde ba0db95909 DocData: Skip language-specific ClassDoc without methods/constants
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
2020-06-17 15:09:07 +02:00
Rémi Verschelde 697897cc61
Merge pull request #39275 from ThakeeNathees/shadowed-warning-for-loop-counter
Added shadowed var warning for `for` loop counter
2020-06-16 15:51:31 +02:00
Rémi Verschelde cb4ca328bf
Merge pull request #39578 from neikeq/visualstudio-support
C#: Add Visual Studio support
2020-06-16 09:31:19 +02:00
Rémi Verschelde 6cefb8d368
Merge pull request #39314 from ThakeeNathees/debugger-incorrect-line-fix
GDScript debugger stepping to incorrect line fix
2020-06-16 09:26:49 +02:00
Rémi Verschelde df0779acfd
Merge pull request #39315 from ThakeeNathees/ctrl-click-fix-for-subclasses
Fix: Ctrl + Click not working for subclasses
2020-06-16 09:26:15 +02:00
Ignacio Etcheverry 7756351f47 Fix dynamic linking of MSVC Mono with MinGW Godot 2020-06-15 21:29:50 +02:00
Ignacio Etcheverry 54df72dcc6 C#: Add VisualStudio support 2020-06-15 21:29:16 +02:00
Rémi Verschelde bcef549b3e
Merge pull request #39560 from akien-mga/fix-dds-validation
DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMAT
2020-06-15 19:57:17 +02:00
Rémi Verschelde e720118a75
Merge pull request #39556 from akien-mga/lsp-fix-39548
GDScript LSP: Fix wrong error checks added in #39385
2020-06-15 14:27:41 +02:00
Rémi Verschelde 0f21249a2d DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMAT
MSDN says:

> When you write .dds files, you should set the DDSD_CAPS and
> DDSD_PIXELFORMAT flags, and for mipmapped textures you should also
> set the DDSD_MIPMAPCOUNT flag. However, when you read a .dds file,
> you should not rely on the DDSD_CAPS, DDSD_PIXELFORMAT, and
> DDSD_MIPMAPCOUNT flags being set because some writers of such a file
> might not set these flags.

https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dds-header

¯\_(ツ)_/¯

Fixes #39516.
2020-06-15 13:10:24 +02:00
Rémi Verschelde b5dfe45efc
Merge pull request #39183 from bruvzg/gdnative_merge_structs
GDNative: merge API structs, bump version of merged structs.
2020-06-15 12:02:26 +02:00
Rémi Verschelde 786f4ada35 GDScript LSP: Fix wrong error checks added in #39385
Reverts `latest_client_id` back to 0, as I misunderstood how the client
IDs are assigned and, without further testing and debugging, I can't
say if this was a bug or a valid default value.
Similarly, a `latest_client_id` of -1 is no longer raising an error.

Fixes #39548.
2020-06-15 09:51:56 +02:00
Maganty Rushyendra e5d93f7a66 Fix RegEx example in class doc and correct typo
Fix minor errors to do with `search_all` example in RegEx and
typo in RegExMatch class docs.
2020-06-15 10:25:09 +08:00
bruvzg c3e615e21b
GDNative: merge API structs, bump version of merged structs. 2020-06-11 18:26:47 +03:00
Maganty Rushyendra 9f10f6779c Enable Unicode support for RegEx class
Build PCRE2 thirdparty library with unicode support. RegEx objects
in Godot can now be used to recognize unicode strings.
2020-06-11 14:49:02 +08:00
Rémi Verschelde d9f0477dad
Merge pull request #39385 from akien-mga/lsp-crash-notify_client
GDScript LSP: Fix crash in notify_client
2020-06-08 13:26:51 +02:00
Rémi Verschelde 581dcadf40
Merge pull request #39370 from Anutrix/remove-usused-assimp-var
Removed variables in EditorSceneImporterAssimp::import_scene that became unused.
2020-06-08 13:22:20 +02:00
Rémi Verschelde f6430eec2c
Merge pull request #39152 from abustin/fbx_mesh_compression_fix_master
Respect 'mesh compression' editor import option in Assimp and glTF importers [master]
2020-06-08 13:16:31 +02:00
Rémi Verschelde e34f33711b GDScript LSP: Fix crash in notify_client
`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`.

Also fix typo in notification `gdscrip_client/changeWorkspace`,
and fix argument names in method binds.

Fixes #39375.
2020-06-08 11:01:45 +02:00
unknown 365c35f30e Removed variables and #include in EditorSceneImporterAssimp::import_scene that became unused after the recent commit ec1bf96(#39363). 2020-06-08 11:59:17 +05:30
Marcus Elg 29abbccc5f Fix fbx import assimp error 2020-06-07 15:11:40 +02:00
Rémi Verschelde 39d84fef89 denoise: Restrict build to 64-bit desktop platforms
One of OIDN's dependencies only supports x86_64 and aarch64.
For now we also exclude potential future Android tools builds,
but this could be re-evaluated in the future.

Fixes #38759.
2020-06-06 21:23:46 +02:00
Rémi Verschelde c7632208fe
Merge pull request #39297 from Faless/webrtc/local_description_doc
Fix WebRTCPeerConnection set_local_description doc
2020-06-05 11:39:07 +02:00
Rémi Verschelde 36f6103026
Merge pull request #39301 from Calinou/fix-argument-parameter-confusion
Tweak the GDScript error message about passed argument type mismatch
2020-06-05 11:33:53 +02:00
Rémi Verschelde 150ba031de
Merge pull request #39276 from ThakeeNathees/predefined-check-for-loop-counter
Added predefined var check for `for` loop counter
2020-06-05 11:01:55 +02:00
Thakee Nathees 95b0a00d2c Fix: Ctrl + Click not working for subclasses 2020-06-05 12:25:07 +05:30
Thakee Nathees fc89c5c76d Debugger stepping to incorrect line fix
Fix: #39296
2020-06-05 12:15:37 +05:30
Hugo Locurcio 30053de182
Tweak the GDScript error message about passed argument type mismatch
This makes it less confusing.

This closes https://github.com/godotengine/godot-proposals/issues/670.
2020-06-04 22:31:37 +02:00
Fabio Alessandrelli 39bcbf5690 Fix WebRTCPeerConnection set_local_description doc
ice_candidate_created should be emitted after set_local_description no
matter the type of the description (assuming no error is returned of
course).
2020-06-04 21:10:34 +02:00
Rémi Verschelde 6a7b55805b
Merge pull request #39041 from swarnimarun/patch-1
Fix crashing of VisualScript due to function change
2020-06-04 11:55:12 +02:00
Thakee Nathees e153772de2 predefined var check for for loop counter 2020-06-04 10:37:22 +05:30
Thakee Nathees 54835a5302 shodowed var warning for for loop counter
Fix: #39268
2020-06-04 10:28:09 +05:30
Rémi Verschelde 7c74312217 SCons: Validate dependencies for linked multimedia modules
This is still a bit hacky and eventually we should rework the way we handle
optional dependencies (especially with regard to builtin/system libs), but
it's a simple first step.

Fixes #39219.
2020-06-03 11:00:10 +02:00
Aaron Franke 25c978730b
Rename String bin_to_int64 to bin_to_int
And also change String static to_int(const char *) to return int64_t
2020-06-03 00:04:15 -04:00
Aaron Franke e5ae89775a
Remove 32-bit String hex_to_int method 2020-06-03 00:03:34 -04:00
Aaron Franke bb8aa107fd
Remove 32-bit String to_int method 2020-06-03 00:03:34 -04:00
Aaron Franke ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
NutmegStudio a77f633161 Fixes building mono release templates 2020-05-30 12:21:24 +07:00
Alex Bustin 9175af6f13 Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF importers 2020-05-29 13:06:39 -07:00
George Marques 0f1da72492
Actually set GDScript static reference 2020-05-29 11:01:48 -03:00
Rémi Verschelde e67339eeca
Merge pull request #39085 from madmiraal/fix-39059
Correct Bullet's default Area angular damp value.
2020-05-29 12:10:47 +02:00
Rémi Verschelde 1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Rémi Verschelde a16031beb6 Use translated docs in PropertySelector
And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
2020-05-28 12:02:12 +02:00
Andrii Doroshenko (Xrayez) 69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Marcel Admiraal ddcc2a0360 Correct Bullet's default Area angular damp value. 2020-05-27 11:57:48 +01:00
Rémi Verschelde bd14c6406a
Merge pull request #39064 from bruvzg/gdn_packed_array_ptr
GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.
2020-05-27 12:55:17 +02:00
Rémi Verschelde ab460e7a6f
Merge pull request #39074 from vnen/gdscript-assert-message
Fix assert message when no custom message is set
2020-05-27 08:23:17 +02:00
George Marques f29a2e2606
GDScript: Fix assert message when no custom message is set 2020-05-26 20:40:59 -03:00
bruvzg 9fbc424d4c
GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions. 2020-05-26 17:02:02 +03:00
Maganty Rushyendra 3d03be7a56 Update Mono C# warning to reflect latest list of platforms supported
Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.
2020-05-26 09:19:45 +08:00
Swarnim Arun 5c48631509
Fix crashing of VisualScript due to...
Attempting to move the function node to another function whose data connection is a dependency of the node the specific node being moved to a different function during changes to sequence connections.
By skipping, if the from_node is a function_node during the data connection dependencies scan.
Should fix #37991
2020-05-25 19:49:57 +05:30
Rémi Verschelde bfac9b3538
Merge pull request #39015 from ThakeeNathees/dict-key-autocomplete-regression-fix
regression: dictionary key no autocomplete fix
2020-05-25 15:58:08 +02:00
Andrii Doroshenko (Xrayez) a96f0e98d7 Add custom_modules build option to compile external user modules
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.

```
scons platform=x11 tools=yes custom_modules="../project/modules"
```

Features:

- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.

Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.

Also fixed doctool bug mixing absolute and relative paths respectively.

Implementation details:

- `env.module_list` is a dictionary now, which holds both module name as
  key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
  second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
  split into `detect_modules` which collects a list of available modules
  and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
  or absolute paths respectively. `custom_modules` scons converter
  ensures that the path is absolute even if relative path is supplied,
  including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
  that there's no need to change include paths in cases where custom
  modules are included as dependencies in other modules.
2020-05-25 15:33:32 +03:00
Thakee Nathees 13c372b522 regression: dictionary key no autocomplete fix
Fix: #38998
2020-05-24 16:52:44 +05:30
Rémi Verschelde 2a3f650bf6
Merge pull request #38962 from neikeq/4.0-scons-option-build-cil
Add SCons option to not build C# solutions
2020-05-22 18:29:13 +02:00
Ignacio Etcheverry e3a54152e4 Add SCons option to not build C# solutions 2020-05-22 17:44:33 +02:00
Rémi Verschelde 90f46a19a4
Merge pull request #38366 from akien-mga/xatlas-470576d
xatlas: Sync with upstream 470576d
2020-05-22 10:17:14 +02:00
Rémi Verschelde 07ada02cb4
Merge pull request #38943 from neikeq/yakamashi
Mono/C#: Don't try to load project assembly in project manager
2020-05-22 09:16:26 +02:00
Ignacio Etcheverry d7e21ecd63 Mono/C#: Don't try to load project assembly in project manager
This was causing an error message when launching the manager,
because there is no project assembly to load.
2020-05-22 02:17:59 +02:00
Ignacio Etcheverry 51e1614d28 Mono/C#: Fix values not updated in remote inspector 2020-05-22 00:58:38 +02:00
Paul Herman 7d4b3e6587 Expose loading TGA images in Image. 2020-05-21 16:02:53 +02:00
Rémi Verschelde 78e223569b
Merge pull request #33689 from jbuck3/signal-error
Trigger an error when trying to define a preexisting signal in GDScript
2020-05-21 11:01:23 +02:00
Rémi Verschelde af366c7adf
Merge pull request #35900 from yamgent/unreachable
Fix false positive "Unreachable code" warning for loops
2020-05-21 10:59:59 +02:00
Rémi Verschelde 59780fd046 xatlas: Sync with upstream 470576d 2020-05-20 13:51:15 +02:00
Rémi Verschelde cba1f492cc
Merge pull request #38863 from neikeq/csharp-no-false-error-objtype-reload
Mono/C#: Remove script load error about not a Godot.Object
2020-05-19 20:48:59 +02:00
Ignacio Etcheverry 38cd2152e6 Mono/C#: Remove script load error about not a Godot.Object
Any C# file can be loaded as script and at load
time we don't yet know if it's actually meant to
be used as a script. As such, such an check can
result in a lot of false errors.

If the file is really meant to be used as a
script, an error would be printed later when
attempting to instantiate it any way.
2020-05-19 17:51:56 +02:00
Pedro J. Estébanez 1f0548efd4 Fix too eager GDScriptFunctionState stack cleanup 2020-05-19 16:41:14 +02:00
Rémi Verschelde ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
Rémi Verschelde 38250ef54e
Merge pull request #38826 from bruvzg/gdnative_core_types
Add new (and rename changed) core types to GDNative API.
2020-05-18 16:39:40 +02:00
Rémi Verschelde 56343e13b0
Merge pull request #38723 from neikeq/initial-classdb-test
Added tests for ClassDB
2020-05-18 16:34:36 +02:00
bruvzg 74eecd1d6b
GDNative add new core types. 2020-05-18 15:52:20 +03:00
Rémi Verschelde c74d65cec8 GLSL: Change shader type specifier from [vertex] to #[vertex]
The added `#` prevents clang-format from misinterpreting the meaning
of this statement and thus messing up the formatting of the next
lines up until the first `layout` statement.

Similarly, a semicolon is now enforced on `versions` defines to
prevent clang-format from messing up formatting and putting them
all on a single line. Note: In its current state the code will
ignore chained statements on a single line separated by a semicolon.

Also removed some extraneous lines missed in previous style changes
or added by mistake with said changes (e.g. after uniform definitions
that clang-format messes up somewhat too, but we live with it).
2020-05-18 10:58:14 +02:00
Ignacio Etcheverry 9fa4b402a7 Added tests for ClassDB 2020-05-16 17:32:58 +02:00
Tan Wang Leng 7b1423a61e gdscript_parser: Fix "unreachable code" false positive for loops
Depending on the conditional statements of the 'for' and 'while' loops,
their body may not even execute once. For example:

    func a():
        var arr = []
        for i in arr:
            return i
        # can be reached, but analysis says cannot
        return -1

    func b():
        var should_loop = false
        while should_loop:
           return 1
        # can be reached, but analysis says cannot
        return 0

The parser will complain that the statements after the comment cannot
be reached, but it is clearly possible for our scenario. This is
because the parser falsely assumes that the loop body will always
execute at least once.

Fix the code to remove this assumption for both of those loops.
2020-05-16 20:02:55 +08:00
bruvzg 48d133a5fd
Fix GDNative wrapper type sizes (RID, Variant, Packed*Array), add size checking static asserts. 2020-05-16 13:58:42 +03:00
Ignacio Etcheverry 18332a0094 websocket: Fix crash at exit when not running the editor
EditorDebuggerServer::register_protocol_handler must not be called before
editor initialization. Otherwise, if the editor is never initialized,
the added StringName will not be released until static destructors are
called (instead of being release during editor deinitialization).
2020-05-16 04:30:12 +02:00
Oliver Frank 6815bf42b3 Fix incorrect capabilities notification in LSP
(cherry picked from commit 2173d041af)
2020-05-15 23:55:49 +02:00
Oliver Frank 3d09edeaef Improve jsonrpc error reporting
(cherry picked from commit dac8b7b6f4)
2020-05-15 23:55:41 +02:00
Thakee Nathees c076a2b7e9 break, continue outside of a loop, match statement handled 2020-05-15 03:16:50 +05:30
Rémi Verschelde 00949f0c5f
Merge pull request #38738 from akien-mga/cause-we-never-go-out-of-style
Style: Remove new line at block start, enforce line between functions, enforce braces in if and loop blocks
2020-05-14 23:09:03 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 5046f666a1
Merge pull request #38610 from ThakeeNathees/infer-type-null-error
set parser error when infer type is null
2020-05-14 21:50:48 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 710b34b702 Style: Fix missing/invalid copyright headers 2020-05-14 16:54:54 +02:00
Rémi Verschelde 963a27f8a2
Merge pull request #38611 from ThakeeNathees/shadow-var-warning-bug-fix
shadowed var warning in nested block bug fix
2020-05-14 16:48:56 +02:00
Rémi Verschelde a1aaed5a84 Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2020-05-14 13:51:45 +02:00
Rémi Verschelde dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde 1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Thakee Nathees 687b1941b4 set parser error when infer type is null 2020-05-13 22:12:23 +05:30
Rémi Verschelde e7c9d81876
Merge pull request #38609 from ThakeeNathees/range-crash-with-non-numeric-const-fix
range() with non-numeric const argument crash fix
2020-05-13 15:42:29 +02:00
Rémi Verschelde dc649684be
Merge pull request #38708 from ThakeeNathees/init-assign-type-parser-bug-fix
regression: var declaration type info parser bug fix
2020-05-13 15:41:28 +02:00
Thakee Nathees e7f056dfac regression: static func can't access const fix 2020-05-13 06:07:22 +05:30
Thakee Nathees e5d735851d regression: var declaration type info parser bug fix 2020-05-13 05:58:27 +05:30
Fabio Alessandrelli 3097c2da96 Add WebSocket debugger, use it for Javascript. 2020-05-12 15:09:13 +02:00
Fabio Alessandrelli beb87504e0 Remove WebSocket defaults from project settings.
Can be manually set, let's not pollute them further.
Should also be done for WebRTC.
2020-05-12 12:24:26 +02:00
Rémi Verschelde 6d46d2fe27
Merge pull request #38672 from madmiraal/fix-physicsw-warning
Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
2020-05-11 20:12:15 +02:00
Rémi Verschelde 83b630b8c2 thirdparty: Cleanup after #38386, document provenance and copyright
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
2020-05-11 14:50:06 +02:00
Rémi Verschelde 32133a11b5
Merge pull request #38386 from reduz/new-lightmapper
New GPU lightmapper
2020-05-11 13:45:48 +02:00
Marcel Admiraal b835cfb551 Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp 2020-05-11 12:40:16 +01:00
Rémi Verschelde 39da96e4d6
Merge pull request #38587 from Faless/js/improvements
DisplayServerJavaScript, improvements to HTML5 build (still dummy renderer).
2020-05-11 11:32:12 +02:00
Rémi Verschelde dbd90b9478
Merge pull request #38638 from pepegadeveloper123/mono_inherited_scene_bug
Fix inherited C# scene not inheriting parent's fields
2020-05-11 10:19:15 +02:00
Rémi Verschelde 54bb4cb6d6
Merge pull request #38650 from neikeq/dotnet-cli-support
C#: Support for building with the dotnet CLI
2020-05-11 10:16:01 +02:00
Ignacio Etcheverry dcf1dc4fe0 C#: Support for building with the dotnet CLI
By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
2020-05-11 08:17:37 +02:00
Ignacio Etcheverry 840255a04b Implement CSharpScript::inherits_script 2020-05-10 21:49:15 +02:00
Juan Linietsky 1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
pepegadeveloper123 4e00d8520d Inherited C# scene not inheriting parent's fields
When a child scene inherits a parent scene with a C# root node, the
parent scene's export variables appear to assume values set in the
parent scene, in the child scene's Inspector. However, when the child
scene is played, the parent scene's export variables assume default
values.
When a node is created, it inherits its parent C# script's fields from
the map CSharpScriptInstance::script->member_info. However this map was
not initialized outside the editor, and this commit ensured it is. This
fixes issues #36480 and #37581.
2020-05-11 03:20:11 +09:00
Fabio Alessandrelli d2eef39731 Fix Closure compiler build, python style.
Move copyToFS into utils.js library included with '--pre-js'.
2020-05-10 18:22:48 +02:00