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* Priorize Embedded PCKs on loadingHaSa10022020-05-041-23/+12
| | | | | | | If existing, embedded PCKs are loaded before the pcks the engine might find next to it. Fixes #37568
* Revert "Made possible to specify where to dump the contents when loading a ↵Rémi Verschelde2020-04-201-3/+3
| | | | | | | | | ".pck" file" This reverts commit 3c261e0dfa19d9c661ad6ca908a3b8ccee050016. This was not so useful as is due to the way dependency paths are stored in scenes and resources.
* Made possible to specify where to dump the contents when loading a ".pck" fileMichael Alexsander2020-04-161-3/+3
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* Replace NULL with nullptrlupoDharkael2020-04-021-6/+6
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-6/+6
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Re-architecture of the Godot Android plugin.fhuya2020-03-051-3/+0
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* Rename `scancode` to `keycode`.bruvzg2020-02-251-15/+15
| | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-2/+2
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Remove duplicate WARN_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-2/+2
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* [macOS] Load PCK from the .app bundle resources, instead of changing working ↵bruvzg2020-01-101-1/+9
| | | | directory.
* Merge pull request #34476 from volzhs/no-slash-localize_pathRémi Verschelde2020-01-021-0/+4
|\ | | | | Make sure no additional slash being added with localize_path
| * Make sure no additional slash being added with localize_pathvolzhs2019-12-201-0/+4
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* | Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* | Encodes property names properly in project.godotHaoyu Qiu2019-12-201-4/+1
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* Revert "Fix localise_path method so that uncached scripts don't sometimes ↵Emmanuel Leblond2019-11-261-1/+1
| | | | | | get loaded with two backslashes" This reverts commit 1342551664091c1ceb931ee45d9c43f09df5f1ff.
* Fix some overflows and unitialized variablesRafał Mikrut2019-11-201-0/+2
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* Fix localise_path method so that uncached scripts don't sometimes get loaded ↵Saracen2019-11-061-1/+1
| | | | with two backslashes
* Merge pull request #32291 from Dragoncraft89/add_load_resource_flagRémi Verschelde2019-09-251-3/+3
|\ | | | | Add flag to control the replacement of files by ProjectSettings.load_resource_pack
| * Add flag to control the replacement of files by ↵Florian Kothmeier2019-09-251-3/+3
| | | | | | | | ProjectSettings.load_resource_pack
* | Added some obvious errors explanationsqarmin2019-09-251-11/+11
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* Add a project description settingHugo Locurcio2019-08-281-0/+2
| | | | | | | The description is displayed as a tooltip when hovering the project in the Project Manager. It can span multiple lines. This partially addresses #8167.
* Allow to define and load script templates per projectAndrii Doroshenko (Xrayez)2019-08-221-0/+3
| | | | | | | | | | | | | | | | | | | | | Previously it was only possible to create custom script templates per editor instance which could lead to certain name collisions, but now one can create such templates per project tailored for specific use cases. The default path to search for custom script templates is defined in project settings via `editor/script_templates_search_path` setting as `res://script_templates` path, yet this can be configured per project. Templates have at most two origins now: 1. Project-specific, defined in `ProjectSettings`, for instance: - res://script_templates/ 2. Editor script templates, for instance: - %APPDATA%/Godot/script_templates/ As script templates can have the same name over different paths, the override mechanism was also added, enabling project-specific templates over the editor ones.
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily2019-08-171-17/+6
| | | | | | | | | Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
* Use reference to constant in functionsqarmin2019-07-101-3/+3
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* Merge pull request #30282 from neikeq/editor_in_cs_equals_winRémi Verschelde2019-07-051-0/+4
|\ | | | | Re-write mono module editor code in C#
| * Fix localize_path not always workingIgnacio Etcheverry2019-07-051-0/+4
| | | | | | | | We make sure the resource dir path ends with a trailing '/' for safety reasons, so we must make sure the path we compare it to does so as well.
* | Merge pull request #24086 from RandomShaper/bundle-pck-to-executableRémi Verschelde2019-07-051-8/+16
|\ \ | |/ |/| Enhance game export
| * Add embedded PCK option to PC platformsPedro J. Estébanez2019-07-031-8/+16
| | | | | | | | | | | | The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly. The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
* | Remove unnecessary code and add some error explanationsqarmin2019-07-011-2/+0
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* Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* Merge pull request #29306 from qarmin/small_code_fixesRémi Verschelde2019-06-121-4/+0
|\ | | | | Small fixes to unrechable code, possibly overflows, using NULL pointers
| * Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin2019-06-031-4/+0
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* | Fix error macro calls not ending with semicolonRémi Verschelde2019-06-111-3/+3
| | | | | | | | | | | | | | It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
* | Don't localize paths that contain but are not in the resource pathRémi Verschelde2019-05-301-2/+10
|/ | | | | | | | | | | | | | This issue could be triggered if you try to access a path which contains the resource path string in its absolute path, while pointing to a directory which is *not* in the resource path. It's clearer with an example: with `/my/project` as resource path, the previous logic would also localize `/my/project_data` to `res://data`, which is incorrect and would lead to a cryptic error. Fixes #24761. Co-authored-by: volzhs <volzhs@gmail.com>
* Merge pull request #25647 from QbieShay/fix_25440Rémi Verschelde2019-05-291-0/+9
|\ | | | | Added a setting for files in which the editor should search (project specific)
| * Added a setting for files in which the editor should search (project wise).QbieShay2019-02-121-0/+9
| | | | | | | | | | | | Remembers the tickboxes but only during the same execution Fixes #25440
* | Enable object decoding when serializing binary project settingsmuiroc2019-04-151-3/+3
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* | Allow default audio bus layout modificationlupoDharkael2019-04-051-0/+2
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* | Add object encoding param to serialization methodsFabio Alessandrelli2019-04-011-5/+5
| | | | | | | | | | | | | | | | | | Network peers get_var/put_var File get_var/store_var GDScript/Mono/VisualScript bytes2var/var2bytes Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding. Break ABI compatibaility (API compatibility for GDNative).
* | Define android/modules globally so it appears in Project SettingsRémi Verschelde2019-03-071-0/+3
| | | | | | | | Until now people had to add it manually to project.godot to load custom modules.
* | Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-3/+3
|/ | | | Fixes #25316.
* GLES2: Make Nvidia flicker workaround opt-inRémi Verschelde2019-01-141-2/+0
| | | | | | | | | | | It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* ProjectManager: Warn when projects have different config_versionRémi Verschelde2018-12-211-15/+11
| | | | | | | | | | | | | | | | | | | | | | When opening projects for edition through the project manager, the following checks are now done: 1. If the config_version is lower than the one used by the current engine version, users are asked if they want to convert to the new format or abort editing. Fixes #20626. 2. If the config_version is higher than the expected one (project from a more recent and incompatible engine version), projects are grayed out and can't be edited. Fixes #18758. When editing from the command line, the behaviour is unchanged: projects in situation (1) are automatically converted, while projects in situation (2) show an error message (made more explicit). The "Run" option from the project manager was not changed, so it will still run (1) projects without converting them, and fail running (2) projects. Co-authored-by: groud <gilles.roudiere@gmail.com>
* Add application/config/project_settings_override option to override project ↵Marcelo Fernandez2018-12-131-1/+14
| | | | settings
* Merge pull request #22779 from Superwaitsum/LimitSettingsRémi Verschelde2018-10-251-0/+1
|\ | | | | Limit several project settings
| * Add some limits on the Editor SettingsSuperwaitsum2018-10-241-0/+1
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* | Fix .pck lookup for extensionless binary names with a dotRémi Verschelde2018-10-241-28/+57
|/ | | | | | | | | | | | | | This was not a problem on Windows as binary names are guaranteed to end with '.exe', but on Unix systems binary extensions are purely cosmetic and thus optional, which is a problem when using `get_basename()` to lookup a potential '.pck' file, as it can fail on e.g. "My Game 2.0" (#15188). To fix this, ProjectSettings::setup now checks for both basename + '.pck' and filename + '.pck'. Fixes #15188, supersedes and closes #22755. Also took the opportunity to improve documentation on this core method.
* Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde2018-09-131-1/+1
|\ | | | | Misc. typos