Commit Graph

6795 Commits

Author SHA1 Message Date
Rémi Verschelde
0f12d0a924 Merge pull request from volzhs/libwebp-0.6.0
Update libwebp to 0.6.0
2017-02-26 20:13:31 +01:00
Rémi Verschelde
a78c314b0e Merge pull request from hpvb/fix-6798
Allow preload to accept a const string.
2017-02-26 20:12:36 +01:00
Rémi Verschelde
f13e87e257 Merge pull request from tagcup/physics_64bit
Use real_t as floating point type in physics code.
2017-02-26 20:10:54 +01:00
Andreas Haas
373e0099cf
Fix auto-enable of _input processing when _input() method is set.
Since f3f4a11c processing of callbacks such as `_process`, `_fixed_process`, etc will be
automatically enabled when the corresponding method is found in the script.
However, for _input() this wasn't working.
That's simply because `_input` wasn't initialized in `SceneStringNames` ^^
2017-02-25 21:12:26 +01:00
Bojidar Marinov
0d6485d919
Add emission_finished signal to Particles2D
(Also remove some Particles2D::testee method, which was unused)
Resolves 
2017-02-25 16:06:00 +02:00
Rémi Verschelde
a23e062c28 Merge pull request from bojidar-bg/fix-iphone-builds
Really fix iphone builds
2017-02-24 14:16:15 +01:00
Bojidar Marinov
cd52209d1b
Really fix iphone builds 2017-02-23 20:20:55 +02:00
Rémi Verschelde
46b2267498 Merge pull request from bojidar-bg/fix-iphone-builds
Complete the globals.h -> global_config.h conversion
2017-02-23 16:51:28 +01:00
Bojidar Marinov
53921faa91
Complete the globals.h -> global_config.h conversion 2017-02-23 17:47:25 +02:00
Juan Linietsky
ffcd954211 Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though 2017-02-22 19:14:21 -03:00
volzhs
3ae0ffa182 Fix crash when click icon while editing node name 2017-02-23 02:20:46 +09:00
Pedro J. Estébanez
75c68f6512 Fix crash if TouchScreenButton is pressed while exiting the tree
(cherry picked from commit 5b8d5766f4)
2017-02-22 01:37:22 +01:00
Juan Linietsky
2c88f4d4b5 working on template validation 2017-02-21 21:30:40 -03:00
Juan Linietsky
d0973e645c Merge pull request from eska014/webbuild
Web builds: Zip automatically; Fix on Windows; Parallel wasm/asm.js builds
2017-02-21 21:25:00 -03:00
Andreas Haas
0157969ccc
Tween: Fix undefined behavior found by static code analyzer.
Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
2017-02-22 00:56:40 +01:00
eska
6e1828c958 Fix WebAssembly builds on Windows 2017-02-21 23:21:28 +01:00
Shlomi Fish
0a2c387d5c Fix some compilation warnings.
Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
2017-02-21 11:59:19 +02:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Bojidar Marinov
136e1e18ba
Add Rect2 TileMap::get_used_rect(), closes 2017-02-20 23:02:03 +02:00
Andreas Haas
10fa752ae7
Don't switch to script on breakpoint hit when using external editor.
Fixes 
2017-02-20 21:23:09 +01:00
Pedro J. Estébanez
4e22b6acd7 Add more options to Node.duplicate()
to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
2017-02-20 20:05:01 +01:00
Ignacio Etcheverry
0cd309c5c7 Replace misuse of list iteration 2017-02-20 19:53:14 +01:00
eska
6e2bf31e5a Automatically zip web export templates
Also fix web builds on Windows and clean up
2017-02-20 06:59:19 +01:00
eska
335fdea581 Fix parallel asm.js/WebAssembly builds 2017-02-20 03:44:37 +01:00
Juan Linietsky
f6950956bd Editor Export Settings Dialog is completed!! Now on to make some exporters.. 2017-02-19 23:21:35 -03:00
Hein-Pieter van Braam
04e51859f0 Windows: Close audiodriver sooner on exit
In  I see the same error that was fixed in  occuring on the
Windows platform. This moves the audio driver closing to the same place
in OS_Windows::finalize() as it is in OS_X11::finalize()

This fixes 
2017-02-19 20:45:17 +01:00
Marc Gilleron
544d9cb24e Fixed Line2D editor doesn't respond to input 2017-02-19 02:55:47 +01:00
Rémi Verschelde
5e3fc7d069 Merge pull request from toger5/gitignoreToXcode
xCode added xcuserdata to gitignore
2017-02-18 19:23:29 +01:00
Hein-Pieter van Braam
d0c2015fe1 X11 return to cwd at exit
During runtime godot calls chdir() several times. This doesn't really
matter normally but when using tools such as gprof the location of the
profiling data is kind of hard to intuit.

With this PR we simply store the current working directory at start and
restore it once we're almost done exiting.

This doesn't use the OS abstractions as when we need to get the current
workdir we haven't yet initialized it (by necessity). This would break
if we tried to build X11 for windows, but since the X11 target is
hardcoded to use the UNIX abstractions I don't think it matters.
2017-02-18 12:41:26 +01:00
toger5
bafd4ed56c xCode added xcuserdata to gitignore 2017-02-18 10:44:48 +02:00
Rémi Verschelde
9a5442a226 Merge pull request from hpvb/x11-move-audio-drive-finalize
X11: Move audio driver finalize to the start of cleanup
2017-02-17 18:21:12 +01:00
Hein-Pieter van Braam
f70afbe129 X11: Move audio driver finalize to the start of cleanup
The audio driver cleanup needs to happen at the start of finish
otherwise a race still seems to exist with the destruction of the
audioserver. I think that destroying the X resoures before has something
to do with it.
2017-02-17 17:59:06 +01:00
volzhs
57ed6ef741 Translate ButtonArray text 2017-02-18 00:20:55 +09:00
volzhs
b8e58b2b7b Fix zero padding formatting 2017-02-18 00:20:05 +09:00
volzhs
6de3defe72 Update libwebp to 0.6.0 2017-02-17 23:49:40 +09:00
Rémi Verschelde
b96c7ace2d Merge pull request from hpvb/unix-finalize-audio-on-exit
X11: Finalize audiodrivers on exit
2017-02-17 11:05:26 +01:00
Hein-Pieter van Braam
a7fcdad16d X11: Finalize audiodrivers on exit
The audiodrivers loaded by OS_X11 are not destroyed before the
audioserver is. This causes a segfault on exit.

The code is taken from os_windows.cpp which did have the cleanup code.
2017-02-17 10:41:41 +01:00
Rémi Verschelde
36986531af Merge pull request from hpvb/fix-7354
Correct hash behavior for floating point numbers
2017-02-17 07:48:06 +01:00
Vincent
c20b186e73 RichTextLabel add function remove_line 2017-02-16 20:36:25 +01:00
Hein-Pieter van Braam
b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes  and fixes .
2017-02-16 18:44:29 +01:00
Hein-Pieter van Braam
3e5743ca36 Allow preload to accept a const string.
In preload() parsing this code will lookup the identifier in the local
constant database. If the identifier corresponds to a string constant
it is used as the path for preload().

Currently this does not work for global constants, only constants
declared in the same class as the preload is happening. We can implement
a full fix too. Maybe we can use this PR to discuss the possibilities.

This (partially) fixes 
2017-02-16 14:29:18 +01:00
Juan Linietsky
903a3aa5f0 a ton of bug fixes to the renderer 2017-02-16 08:55:43 -03:00
Rémi Verschelde
3fadcac7c4 Merge pull request from Hinsbart/timer_pause
SceneTreeTimer: Ability to set pause mode
2017-02-16 08:52:19 +01:00
Juan Linietsky
da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Juan Linietsky
d7fd86d51a -begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Andreas Haas
4de29f9c7a
SceneTreeTimer: Ability to set pause mode
Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused.
Defaults to false in order to not break existing functionality.
2017-02-15 08:02:08 +01:00
Juan Linietsky
9cdd364fc0 Merge pull request from godotengine/revert-7807-fix-7354
Revert "Make nan==nan true for GDScript"
2017-02-14 17:05:51 -03:00
Juan Linietsky
04a6d2789e Revert "Make nan==nan true for GDScript" 2017-02-14 17:05:16 -03:00
Rémi Verschelde
78336990f4 Merge pull request from hpvb/fix-7354
Make nan==nan true for GDScript
2017-02-14 16:04:36 +01:00
Hein-Pieter van Braam
adcc211feb Make nan==nan true for GDScript
After discussing this with Reduz this seemed like the best way to
fix . This will make composite values that contain NaN in the same
places as well as the same other values compare as the same.

Additionally non-composite values now also compare equal if they are
both NaN. This breaks IEEE specifications but this is probably what most
users expect. There is a GDScript function check for NaN if the user
needs this information.

This fixes  and probably also fixes 
2017-02-14 13:32:23 +01:00