Yuri Sizov
fa111d7078
Add support for `property_*_revert` methods
2022-08-18 16:43:01 +03:00
Kevin Smith
fd8173f109
Allow GDCLASS in own namespaces
...
The unqualified ClassDB friending was causing (at least for me on
VS2022) an implicit forward declaration of ClassDB in the namespace
of my class, instead of using the godot namespaced one. By qualifying
the namespace, this compiles for me.
Test-Information:
My project builds now.
2022-07-31 11:54:40 +01:00
Fabio Alessandrelli
78cbae910d
Fix "_instance_bindings != nullptr" for Wrapped objects.
...
This is an attempt to make the lifecycle of wrapped objects clearer.
Godot keeps track of bindings' userdata for each object it creates.
This allows allocating the memory of the wrapper only once per object
even if that object is passed multiple times between binding code and
godot code.
The binding information is composed of multiple functions, this includes
a callback for when the userdata is to be allocated (called once) and
for when the userdata is to be deallocated (again, called once).
When allocating data with "memnew" we set the object bindings during the
postinitialize phase, but surely we shouldn't do that when allocating
the userdata as a result of bindings callback themselves.
Additionally, since we let Godot handle (and track) raw memory
allocation and de-allocation, we need to manually call the deconstructor
of the wrapper class during the free callback, to ensure that its
non-trivial members are correctly de-initialized.
2022-07-29 02:36:12 +02:00
Fabio Alessandrelli
8d4de1b537
Merge pull request #677 from lukas-toenne/fix_object_ptr_args
...
Fixed pointer indirection in the PtrToArg template for Object arguments.
2022-07-29 01:17:34 +02:00
DNKpp
95574c1b11
fix: Object::cast_to checks provided object for nullptr
2022-07-26 00:41:57 +02:00
bruvzg
91c56a0ad1
Add bindings for Vector4, Vector4i, Projection built-in types.
2022-07-21 09:36:38 +03:00
Rémi Verschelde
8772a7faca
Merge pull request #686 from ondy-personal/patch-1
2022-07-18 15:48:17 +02:00
bruvzg
713b122b84
Add support for BitField hint, sync API files.
2022-07-11 15:00:17 +03:00
Alessandro Famà
d894f48f25
Fix crash when using static methods without return value
2022-07-03 17:00:43 +02:00
Fabio Alessandrelli
5bbcd42378
Fix GDN_EXPORT define with mingw.
...
This commit changes the platform detection order to detect mingw
compiling for windows (which defines `__GNUC__`).
This commit also wraps the definition around a guard so it can be
overridden via a define at build-time.
2022-06-18 14:38:18 +02:00
bruvzg
e3119e7d05
Sync containers with new HashMap/HashSet, sync API headers.
2022-06-06 12:18:07 +03:00
Teodor Potancok
5c32dc3948
Cast `Variant::Type` to `GDNativeVariantType`
2022-05-17 07:01:43 +02:00
bruvzg
031a83b0ea
[Method Bind] Add support for default argument values and static method binding. Sync headers.
2022-05-06 10:17:51 +03:00
bruvzg
e06d5cd414
Add double precision build support.
2022-05-04 15:56:35 +03:00
bruvzg
8bf5a532de
Change registered initializers / terminators to the single function with level argument.
2022-05-04 11:14:51 +03:00
Rémi Verschelde
24f5cd2d48
Color: Rename to_srgb/to_linear to include base color space
...
Counterpart to https://github.com/godotengine/godot/pull/60199 .
Also syncs the extension API with that PR.
2022-04-13 12:50:21 +02:00
bruvzg
057a771fda
Add support for variadic method binds with the typed return. Sync headers.
2022-03-30 15:11:28 +03:00
bruvzg
93de1b2b0b
Sync godot-headers and fix build after "Create GDExtension clases for PhysicsServer3D".
2022-03-16 20:33:06 +02:00
bruvzg
817efdd484
Fix build after "Discern between VIRTUAL and ABSTRACT class bindings".
2022-03-15 13:43:12 +02:00
Rémi Verschelde
1632322ce0
Update copyright year
2022-03-15 10:17:53 +01:00
bruvzg
b1385953fe
Add `ObjectDB::get_instance` method to get wrapped `Object *` from `ObjectID`.
2022-03-08 10:17:33 +02:00
Melissa Geels
d97dc518d3
Fixed crash on release builds due to missing argument type information
2022-03-02 14:44:23 +01:00
Gilles Roudière
a94148ca4c
Reorder native extension initialization steps
2022-02-28 15:44:54 +01:00
Rémi Verschelde
d154ffbe86
Merge pull request #708 from Zylann/fix_inheriting_class_with_namespace
2022-02-21 11:27:31 +01:00
Rémi Verschelde
76bad22978
Merge pull request #701 from bruvzg/port_templates
2022-02-21 11:25:40 +01:00
Marc Gilleron
6fdcb18f6a
Fix GDCLASS when inherited class is in another namespace
2022-02-20 19:33:00 +00:00
Rémi Verschelde
7e3321d1b2
Use forward declares for vector math types
...
Adds operators to convert from int vector types to float vector types
as done in the upstream engine implementations.
2022-02-20 12:04:08 +01:00
Rémi Verschelde
917b0c2ca3
Merge pull request #688 from zhehangd/master
2022-02-19 16:31:32 +01:00
bruvzg
e36180f377
Port a bunch of Godot container templates to GDExtension.
2022-02-18 21:07:53 +02:00
bruvzg
65dc3e89c7
Add ERR_ macros variants using `String` messages.
2022-02-17 10:18:04 +02:00
bruvzg
a8cd21ac07
Fix "const" NativePtr binds.
2022-02-16 11:35:13 +02:00
bruvzg
bf8fc4c53d
Add `ptr()` / `ptrw()` to the arrays, add missing `String` methods, add missing `CharString` method implementations.
2022-02-14 23:17:21 +02:00
Zhehang Ding
df0e28fe43
Add missing Vector2::operator Vector2i()
2022-02-07 01:23:18 -08:00
ondy-personal
3d237fc7d7
Fixed crash when called methods return nullptr.
...
The returned value "ret" may be nullptr in which case the code would crash because "object_get_instance_binding" can't be called on nullptr input.
This should be very easy to reproduce, I encountered it pretty much any time I called a method that returned Ref<Something>. E.g.:
Ref<GeometryInstance3D> instance;
instance.instantiate();
instance.get_mesh(); // Crash because no mesh was set for the instance and the returned value was nullptr.
2022-01-31 17:12:45 -08:00
Lukas Tönne
836cc4d3dc
Fix for pointer indirection in the Ref<T> template.
...
Patch by Nana Sakisaka (saki7).
2022-01-07 09:20:05 +01:00
Rémi Verschelde
cfd3fa97d1
Merge pull request #668 from groud/fix_extension_instance_set
2022-01-06 17:44:29 +01:00
Lukas Tönne
5fa9b765dc
Fixed pointer indirection in the PtrToArg template for Object arguments.
2022-01-02 17:10:32 +01:00
Bradley Clemetson
76c4adb7f8
Normalized additional macros to ensure that everything works without client code needing using
2021-12-18 15:16:14 -08:00
Bradley Clemetson
37938a1761
Fix namespace to be consistent with the previous ADD functions
2021-12-12 18:23:33 -08:00
Gilles Roudière
adbbf1a3a1
Fix object_set_instance being wrongly called for built-in wrapped classes
2021-12-06 15:40:19 +01:00
Gilles Roudière
3fcb8a4d1e
Make extension instances create the corresponding godot object in their constructor
2021-12-03 15:37:49 +01:00
Bastiaan Olij
94efe3d410
Fixing compiler warnings around implicit type casting loosing precision
2021-11-22 21:48:20 +11:00
Bastiaan Olij
957f86c3e3
Add Array:make macro
2021-11-02 00:20:19 +11:00
Bastiaan Olij
ef528d3a86
Rename interface to gdn_interface because it's a defined keyword under windows
2021-10-28 19:44:20 +11:00
Rémi Verschelde
6a720e5c7c
Merge pull request #631 from Faless/ext/ref_casting_2
2021-09-28 16:14:45 +02:00
Fabio Alessandrelli
b90d0ac555
Add Ref<T> binding support.
...
Added PtrToArg and GetTypeInfo adapted from Godot.
2021-09-28 15:49:08 +02:00
Fabio Alessandrelli
80fdb9146f
Add pointers support for virtual methods.
...
As introduced in godot for virtual methods.
Custom structs are not yet supported.
2021-09-27 16:13:24 +02:00
Bastiaan Olij
0e3bc393d5
Fully register class on register_class call
2021-09-27 23:08:12 +10:00
Bastiaan Olij
fad6329699
Implement Ref copy constructor
2021-09-27 23:08:12 +10:00
Fabio Alessandrelli
ea7324afe8
Fix encoding/decoding of null objects.
2021-09-27 23:08:12 +10:00
Fabio Alessandrelli
42dd64f22f
Fix binding of function that takes Object * parameters.
2021-09-27 23:08:11 +10:00
Fabio Alessandrelli
b4632e317d
Fix creation (and godot-side deletion) of extended objects.
...
Proper initialization for godot-cpp classes with memnew.
Extension classes (i.e. the `GDCLASS` macro) behave differently from
regular wrapped classes, and requires Godot to initialize them during
object construction.
This commit update the GDCLASS macro to not create/destroy the instance
during the bindings callback, but during the extension callbacks.
When setting the object instance, the bindings instance is set to the
pointer of the extension instance so that it can later be retrieved
normally via `object_get_instance_bindings`.
2021-09-27 23:08:11 +10:00
Fabio Alessandrelli
cc88df05e7
Fix PtrToArg encoding for `Object *`.
...
It didn't set the return value at all, changing the local value instead.
Now instead correctly sets it as a generic pointer type from `_owner`.
2021-09-27 23:08:11 +10:00
Bastiaan Olij
fab017c91a
Fix some clang format things
2021-09-27 23:08:11 +10:00
George Marques
38ee8bfcf7
Change constructor/destructor management of extension classes
...
This makes sure custom constructors are always called on extension
classes. However, note that constructors should not take any parameters,
since Godot doesn't support that. Parameters are ignore in memnew macro.
Use memnew(MyClass()) instead of memnew(MyClass) since it now needs a
value instead of a class name. This macro calls MyClass::_new() (define
in GDCLASS macro) which ultimately calls Godot to create the object,
ensuring that both the Godot and the extension instances are created.
Non Godot classes (that don't derive godot::Object) are constructed as
usual an can have parameters.
memdelete is also changed for the same reason, as it needs to destroy
the Godot object as well, and that automatically frees the bound
extension instance.
2021-09-27 23:08:11 +10:00
Bastiaan Olij
e839199848
Add support for property groups
2021-09-27 23:08:11 +10:00
Bastiaan Olij
02802b1d0e
Add in driver types and rejig code to make it easier to extend
2021-09-27 23:08:11 +10:00
George Marques
aef0f1e248
Change initialization to allow custom level callbacks
...
Now it needs a callback for each level so custom logic (like loading
singletons) can be performed.
2021-09-27 23:08:10 +10:00
George Marques
dfa526ce16
Fix formatting of files
2021-09-27 23:08:10 +10:00
George Marques
f5858ef6c6
Fix calling of native functions that return object types
2021-09-27 23:08:10 +10:00
Bastiaan Olij
46c63af715
Re-introduce build-in type code for core types
2021-09-27 23:08:10 +10:00
Bastiaan Olij
b07559882c
Silence delete compile warning in memory.h/cpp on Windows
2021-09-27 23:08:09 +10:00
George Marques
a0634cca3f
Auto-bind virtual method overrides
2021-09-27 23:08:08 +10:00
George Marques
8bcf32a619
Fix issues with method calls
2021-09-27 23:08:08 +10:00
George Marques
e4ed48976a
Replace bindgins to work with extensions
2021-09-27 23:08:08 +10:00
Rémi Verschelde
4e8508ad53
Fixup style after #563
2021-09-27 12:26:32 +02:00
Rémi Verschelde
3de367920f
Merge pull request #563 from LinwoodCloud/master
2021-09-27 11:41:41 +02:00
Rémi Verschelde
055f3141f8
Merge pull request #588 from aaronfranke/signal-no-arg
2021-09-27 11:34:08 +02:00
Rémi Verschelde
7a693df988
Merge pull request #601 from colugomusic/fix-string-args-constness
2021-09-27 11:31:56 +02:00
Rémi Verschelde
0fba89df67
Merge pull request #595 from Calinou/add-license-headers
2021-09-27 11:31:31 +02:00
Colugo
bba8393af7
Fix argument constness in String::begins_with, String::ends_with
2021-08-22 16:02:14 +01:00
Hugo Locurcio
cf5428e103
Add license headers to all source and header files
...
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00
Hugo Locurcio
abab0715a0
Remove extraneous Error enum values that were removed in Godot 3.0
2021-08-02 18:23:41 +02:00
Mai Lavelle
2f534ddd88
Fix typo in CRASH_COND leading to unexpected continuation after fail
2021-08-01 17:20:39 -04:00
Aaron Franke
95ff72706d
Add ability to easily register signals with no arguments
2021-07-10 19:23:36 -04:00
Marc
fda7ddd158
Merge pull request #567 from DhruvMaroo/string
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added String's move constructor and move assignment operator
2021-06-01 23:35:46 +01:00
DhruvMaroo
7a1890345b
edited according to clang-format
2021-06-01 23:16:09 +05:30
DhruvMaroo
b44b98a94c
removed _deleted class member
2021-05-31 09:10:59 +05:30
DhruvMaroo
cd05371ce8
added class member, safety check in the destructor
2021-05-31 00:52:36 +05:30
DhruvMaroo
492285f681
changed spaces to tabs
2021-05-30 22:29:41 +05:30
DhruvMaroo
6e662223aa
changed spaces to tabs
2021-05-30 22:15:37 +05:30
DhruvMaroo
bdc5674ace
added move assignment operator
2021-05-30 12:33:40 +05:30
DhruvMaroo
689b5fb98b
added mover constructor
2021-05-30 12:30:11 +05:30
DhruvMaroo
c296e9210b
Revert "Revert "added inverse trigonometric functions in Math.hpp""
...
This reverts commit 8ef2e4f139
.
2021-05-30 12:23:39 +05:30
DhruvMaroo
8ef2e4f139
Revert "added inverse trigonometric functions in Math.hpp"
...
This reverts commit 5128858b1e
.
2021-05-30 12:22:45 +05:30
DhruvMaroo
5128858b1e
added inverse trigonometric functions in Math.hpp
2021-05-30 11:45:47 +05:30
kb1000
3fe276c02f
Stop including iostream in Variant.hpp (to produce smaller binaries)
2021-05-23 16:28:11 +02:00
George Marques
cba90d6301
Update clang-format to version 11
...
This is taken from the Godot repository, so formatting is similar. This
updates the style rules as well.
Also fix style in files to conform with this version.
2021-02-28 16:57:34 -03:00
Marc Gilleron
1f7f66d09e
Re-added clang-format checks to the CI
2021-02-03 22:04:45 +00:00
Hrishikesh
09df1fc9b5
Removed the redundant functions in CameraMatrix.hpp
2021-02-03 18:55:39 +05:30
Hrishikesh
8558d2360a
Removed redundant function definitions in CameraMatrix and used the ones in Math.hpp
2021-02-03 06:32:44 +05:30
Marc Gilleron
4c0763cd88
Revert comment, this raised another warning, and I could not find a pattern that works
2021-01-31 22:36:01 +00:00
Marc
b400dba875
Merge branch 'master' into container_leaks
2021-01-31 20:06:56 +00:00
Marc
05ba977cc6
Merge pull request #485 from colugomusic/fix-array-const
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Fix constness of Array::find, Array::find_last and Array::rfind
2021-01-31 20:03:47 +00:00
Marc
e76efdd3ab
Merge pull request #481 from Zylann/vec_constants
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Added missing constants to Vector2, Vector3, Basis and Quat
2021-01-31 20:02:06 +00:00
Marc
18e1b262ff
Merge pull request #480 from Zylann/ref_safer_cast
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Use safer casts in Ref<T>
2021-01-31 20:01:12 +00:00
Marc
ffcdef965e
Merge pull request #479 from Zylann/fix_math_warnings
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Fix some Math warnings
2021-01-31 19:58:10 +00:00
Marc
1aab5e3962
Merge branch 'master' into master
2021-01-31 19:32:56 +00:00
Marc Gilleron
fb71edd45b
Fix container and string leaks
...
Some functions return a new instance of such containers,
but instead we made a copy of them, without taking ownership of the
original created by the function.
Now we use a specific constructor taking ownership on the godot_* struct.
2021-01-07 01:05:12 +00:00
Colugo
38c9b624db
Fix constness of Array::find, Array::find_last and Array::rfind
2020-12-20 16:53:40 +00:00
Marc Gilleron
8e1cc29c66
Added missing constants to Vector2, Vector3, Basis and Quat
2020-12-08 23:35:17 +00:00
Marc Gilleron
2893c883f8
Use safer casts in Ref<T>
2020-12-08 22:10:59 +00:00
Marc Gilleron
deddacd6f7
Fix some Math warnings
2020-12-08 20:47:42 +00:00
Marc
43828ebb39
Merge pull request #459 from Silver1063/master
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Added some missing Vector3 functions and Fixed Vector3 slide
2020-12-08 20:00:06 +00:00
Silver1063
96ae052e06
Added missing Vector3 slerp and Vector3 project
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Vector3 slerp and Vector3 project were missing from godot cpp so I added them.
2020-10-11 17:31:23 -07:00
Silver1063
a733457285
Update Vector3 slide to match godot implementation
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It wasn't the same before and resulted in weird behavior, its better now.
2020-10-11 15:47:01 -07:00
Marc Gilleron
67976ee47d
Remove the need to use GODOT_SUBCLASS
2020-09-12 17:38:46 +01:00
Marc
c9a740be34
Merge pull request #451 from Zylann/math
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Added Godot's math functions
2020-09-08 19:31:54 +01:00
Marc Gilleron
0d1511695d
Added Godot's math functions
2020-09-04 02:14:45 +01:00
Marc
e5334579db
Merge branch 'master' into arcore_support
2020-08-31 15:05:09 +01:00
Marc
3f72f5a842
Merge pull request #447 from Zylann/rename_rid_get_id
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Rename `RID::get_rid()` => `get_id()` to match Godot
2020-08-30 22:45:17 +01:00
Fredia Huya-Kouadio
31b0ca80d5
Additions to the library to support the ARCore plugin
2020-08-23 14:11:47 -07:00
Marc
ca800d63c8
Merge pull request #371 from NHodgesVFX/VectorBounceReflectFix
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Fix Vector's Bounce Reflect
2020-08-23 22:04:31 +01:00
Marc Gilleron
469e9da86c
Rename `RID::get_rid()` => `get_id()` to match Godot
2020-08-23 21:32:05 +01:00
Marc
19fa40591b
Merge pull request #365 from sheepandshepherd/class_ptr
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Fix `cast_to` for non-exposed engine types
2020-08-16 23:30:52 +01:00
sheepandshepherd
33f9de16e4
Use godot_object_cast_to instead of TagDB to cast engine types
2020-08-17 00:05:57 +02:00
Marc
16000199c5
Merge pull request #415 from DuncanSparks/alloca_fix
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Fix alloca.h error in Defs.h
2020-08-16 20:16:36 +01:00
Marc
756c1e1c79
Merge pull request #307 from aqnuep/string_memory_leak_fix
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Fixed memory leak with String objects
2020-08-15 17:57:02 +01:00
Daniel Rakos
0939d0f6d1
Fixed memory leak with String objects
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The member _godot_string should never be straight out overwritten ever without
first destroying the underlying string object's memory. This change solves the
problem through the introduction of a new private constructor to create String
objects with a pre-existing godot_string handle.
2020-08-15 09:46:23 +02:00
Jummit
20fdc09c96
Add missing move_toward to Vector2 and Vector3
2020-07-15 17:05:54 +02:00
Duncan Sparks
5c96e5ede5
Fix alloca.h error in Defs.h
2020-06-17 15:24:08 -07:00
raymoo
6f8d3d2c2a
Allow registering base class methods for derived classes
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Adds register_class_method, a variant of register_method where the user can
specify a derived class to register the method for.
2020-06-10 22:09:05 -05:00
Bastiaan Olij
2bb3a7e19c
Merge pull request #412 from Zylann/direction_to
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Add missing Vector3::direction_to() and Vector2::direction_to()
2020-06-09 17:24:04 +10:00
Marc
ceae5be727
Merge pull request #356 from sheepandshepherd/variantleak2
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Add C conversion constructors and fix new leak
2020-06-05 21:16:37 +01:00
Marc Gilleron
78f5496f4b
Add missing Vector3::direction_to() and Vector2::direction_to()
2020-06-05 19:07:56 +01:00
Marc Gilleron
09c8bf94df
Rework the way custom class instances are created from C++
2020-06-02 19:33:56 +01:00
Bastiaan Olij
165f1f30e8
Merge pull request #383 from Zylann/fix_alloca
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Fix alloca() not being included on some platforms
2020-06-02 20:53:42 +10:00
Marc Gilleron
0f4ea6cc35
Added missing Color operators
2020-05-29 20:38:14 +01:00
Marc Gilleron
9e37b873af
Fix alloca() not being included on some platforms
2020-03-31 19:16:45 +01:00
Mika Pi
2559c70e27
Fix compilation warnings about unused vars
2020-02-23 07:40:54 -08:00
NHodgesVFX
82476108ba
Fix Style Issues
2020-02-06 18:44:50 -05:00
NHodgesVFX
a2e6f7a5ef
Fix Vector's Bounce Reflect
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Fixes Vector 2 and 3 bounce and reflect methods to match gdscript
Co-Authored-By: Bruno Campos <brunocu@msn.com>
Move calculation to reflect
fix commit
squash
fix style
2020-02-06 18:38:39 -05:00
sheepandshepherd
66c671b59d
Add C conversion constructors to fix leak of default-constructed empty arrays
2020-01-31 00:08:02 +01:00
2shady4u
9e573b6947
Added bounce to vector2.hpp
2019-12-27 14:28:42 +01:00
Fabio Alessandrelli
91e9262210
Add godot namespace to references in Defs macros.
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Was causing failed builds when used outside of the godot namespace.
2019-10-24 13:52:23 +02:00
Bastiaan Olij
fc1fe720c3
Store all main entry points to the currently available APIs
2019-08-12 19:55:29 +10:00
Thomas Herzog
c2ec46f64a
Merge pull request #296 from lupoDharkael/missing
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Add missing class methods
2019-08-05 10:39:56 +02:00
lupoDharkael
b895d3c326
Add missing class methods
2019-08-05 00:23:42 +02:00
Daniel Rakos
bb4a837ad3
Error message improvements
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Changed error message macros to actually use Godot's error reporting
facilities instead of outputting straight to stderr. This enables
GDNative errors to actually show up inside the editor.
Messages and set of available macros now also better matches that of
the engine itself.
2019-05-15 14:45:09 +02:00
Bastiaan Olij
12732b5391
Merge pull request #270 from Windfisch/add-variant-cast
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Add a type conversion to Variant for anything that supports ___get_from_variant()
2019-05-02 23:03:06 +10:00
Bastiaan Olij
7defa6f77e
Merge pull request #271 from Windfisch/fix-register-property
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Fix registering properties of reference-types by applying bruvzg's patch
2019-05-02 23:00:47 +10:00
RameshRavone
ca85ab244f
Fix snapped from Vector2
2019-05-02 09:57:28 +05:30
RameshRavone
761d62c9c8
Fix #272
2019-04-21 06:55:49 +05:30
Bastiaan Olij
971adbd955
Merge pull request #266 from RameshRavone/pathch-1
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fix shadows template parameter
2019-04-14 21:25:38 +10:00
Florian Jung
0b4be7bbfa
Fix registering properties of reference-types by applying bruvzg's patch
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bruvzg's original comment with the patch is here:
https://github.com/GodotNativeTools/godot-cpp/issues/237#issuecomment-465170294
Fixes #237 .
2019-04-12 13:56:22 +02:00
Florian Jung
c5199a2fbf
Add a type conversion to Variant for anything that supports ___get_from_variant()
2019-04-12 13:55:56 +02:00
RameshRavone
eb7a75b71e
fix shadows template parameter
2019-04-12 14:52:37 +05:30
Daniel Rakos
4be7fcdde5
Fix bug in Basis [] operator and add missing Transform-Vector3 * operator
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The [] operator of Basis was returning a reference to a temporary, so fixed it.
There was no * operator in Transform equivalent to the xform function, which is
not in line with GDScript behavior.
Also fixed remaining cases where Transform relied on the old behavior of the
[] operator of Basis (i.e. that it returns the row, not the column).
2019-04-11 19:59:34 +02:00
Daniel Rakos
abccf9a050
Make Basis look column-major while retaining a row-major representation
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Per https://github.com/godotengine/godot/issues/14553 :
Godot stores Basis in row-major layout for more change for efficiently
taking advantage of SIMD instructions, but in scripts Basis looks like and
is accessible in a column-major format.
This change modifies the C++ binding so that from the script's perspective
Basis does look like if it was column-major while retaining a row-major
in-memory representation. This is achieved using a set of helper template
classes which allow accessing individual columns whose components are
non-continues in memory as if it was a Vector3 type. This ensures script
interface compatibility without needing to transpose the Basis every time
it is passed over the script-engine boundary.
Also made most of the Vector2 and Vector3 class interfaces inlined in the
process for increased performance.
While unrelated (but didn't want to file a separate PR for it), this change
adds the necessary flags to have debug symbol information under MSVC.
Fixes #241 .
2019-04-08 16:28:41 +02:00
bruvzg
aad175aa09
Renamed Rect2::pos to Rect2::position
2018-12-13 11:10:25 +02:00