- 04 Jun, 2020 1 commit
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Thakee Nathees authored
Fix: #39268
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- 27 May, 2020 12 commits
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Rémi Verschelde authored
SCons: Move build progress related logic out of main SConstruct
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Rémi Verschelde authored
Use compile-time constant for the size of the signal parameters
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Rémi Verschelde authored
Add shortcut for Pan Mode (G)
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Rémi Verschelde authored
GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.
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Rémi Verschelde authored
Do not rely on the existence of `config.py` while detecting modules
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Rémi Verschelde authored
Expose `get_char_size()` from Font instead of BitmapFont
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Fredia Huya-Kouadio authored
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Rémi Verschelde authored
Provide the ability to override the command line arguments
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Maganty Rushyendra authored
`get_char_size()` is a public virtual function defined in the `Font` class. Implementations exist for both `BitmapFont` and `Dynamic Font`. However, it was only exposed to the GDScript API through the Bitmap Font, and not for Dynamic Font. This commit exposes the function through `Font` instead. Fixes #23967
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Fredia Huya-Kouadio authored
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Rémi Verschelde authored
Custom Skeleton3DEditorPlugin
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Rémi Verschelde authored
Fix assert message when no custom message is set
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- 26 May, 2020 12 commits
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George Marques authored
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Rémi Verschelde authored
Ignore invalid tablet driver name, when non are available.
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bruvzg authored
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Andrii Doroshenko (Xrayez) authored
The existence of `SCsub` is checked instead. This file is required for all modules, and prevents the build system to leave modules without `config.py` undetected, leading to silently ignoring the module during compilation.
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bruvzg authored
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Rémi Verschelde authored
(4.0) Re-implement GodotPayment Android plugin using the Google Play Billing library
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Rémi Verschelde authored
And change TileMap Bucket Fill shortcut to (B). Fixes #8582.
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Rémi Verschelde authored
Dynamic infinite 3D grid
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Rémi Verschelde authored
Fix: colorpicker margin bug fixed
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Rémi Verschelde authored
Update Mono C# warning to reflect latest list of platforms supported
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Thakee Nathees authored
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Maganty Rushyendra authored
Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions for platforms supported in warning message.
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- 25 May, 2020 15 commits
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Timo Schwarzer authored
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Rémi Verschelde authored
Perform a clean Gradle build if android plugins changed
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Rémi Verschelde authored
Fix parameters passing when emitting signal
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Rémi Verschelde authored
Stop ignoring hidden files and directories in the `assets` directory
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Fredia Huya-Kouadio authored
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Fredia Huya-Kouadio authored
The issue was caused because we were using variables local to the `for` loop block.
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Marcus Brummer authored
Fixes #38986
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Rémi Verschelde authored
Improve documentation of ProjectSettings::setup
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Rémi Verschelde authored
Subsequent PRs adding and fixing support for bundled PCKs did not update the documentation /o\
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Rémi Verschelde authored
regression: dictionary key no autocomplete fix
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Rémi Verschelde authored
Fix JS audioContext parameters.
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Fabio Alessandrelli authored
Were not passed along correctly. `latencyHint` is supposed to be in seconds, not milliseconds.
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Rémi Verschelde authored
Add `custom_modules` build option to compile external, user-defined C++ modules
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Andrii Doroshenko (Xrayez) authored
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.
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Rémi Verschelde authored
It used APIs that were changed after the PR was last rebased.
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