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GDScript: Fix groups and categories been seen as members (reverted) #73870
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akien-mga
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GDScript: Fix groups and categories been seen as members (reverted) #73870
akien-mga
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godotengine:master
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vnen:gdscript-dont-reference-group-properties
Feb 24, 2023
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akien-mga
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Feb 24, 2023
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Oops, I merged by mistake before CI passed, and obviously with a hardcoded Object ID in the test it didn't pass :}) Edit: Fixed by a6baebc. |
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GDScript: Fix groups and categories been seen as members
GDScript: Fix groups and categories been seen as members (reverted)
Feb 25, 2023
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make particle billboard take into account non-uniform scale Correct docs for keep_scale in BaseMaterial3D Use path instead of file name when updating script classes The _script_class_file_to_path contains a map of paths to classes, but when updating the script classes for new class names, the file name is used instead. This meant new classes weren't able to be used in exported variables until the project is reloaded (as the _script_class_file_to_path is initially set with the full path) Fixes godotengine#70718 Fix shader parameter assign -Make sure the remap is created properly if never assigned before. Fixes godotengine#72923. Supersedes godotengine#73066. Avoid unecessary binding of occlusion polygon vertex array By binding this and unbinding it, the state was getting modified in other parts of the pipeline CI: Disable debug_symbols for Linux + all sanitizers build We're running out of disk space so builds are failing... Add a custom icon for the `project.godot` file in the EditorFileDialog Fix Standard Gamepad Mapping triggers Fix property revert doesn't revert selected fields Mark Application Icon and V-Sync Mode project settings as basic These settings are likely to be changed at some point in most projects. Fix ctrl+backspace crash with multicarets on the same line Remove visual limit for damping in CPUParticles Issue godotengine#56324 notes that you may can't set the damping property of CPUParticles2D to anything more that 100 in the editor inspector while you may set it to anything in code, this is considered a bug and changed in this commit Clarify return value for InputEvent.is_echo() C#: Fix line position when opening file in VSCode Remove path hard-coding in editor_build_profile Fix Indent/Unindent without a selection not causing a redraw Elaborate on text-to-speech requirements on Linux Revert `Input.get_vector()` back to checking raw strength Various classref typo fixes Apply inspector read_only only when changed Make `ResourceCache::get_cached_resources` thread-safe i18n: Sync translations with Weblate Fix crash when reparenting SoftBody3D with pinned points Fix CCD in case of multiple supports in motion direction For example, an axis-aligned box under the influence of gravity landing on a horizontal triangle could previously tunnel, because only one of the supports of the box was considered to be the candidate point that would collide first. Now all supports are considered as candidates. Also fix CCD always pushing the fast body into the other body, which works well for convex shapes but not for trimesh/concave shapes. Fix corrupt undo after making sub-resources unique GDScript: Fix missing unsafety mark for binary op with weak variables GDScript: Rework type check Fix: Func with typed args error when arg is null Make global scope enums accessible as types in GDScript Add functions to CoreConstant so enums can be properly deduced. Also add the enums in release builds to make consistent with ClassDB enums and avoid differences in script compilation between debug and release. Increase minsize for some Project Conversion dialogs This is more of a workaround than a fix. The underlying issue is that `ConfirmationDialog` doesn't always update its size if you change its text. (or it updates it AFTER it had already popped up). `wrap_controls` doesn't help here. Fix bufSize parameter for glGetSynciv According to the docs: https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGetSynciv.xhtml Bufsize is in integers, not bytes. The current code overflows data unto other stack variables. [MP] Add a "synchronized" signal to MultiplayerSynchronized. Emitted upon receiving a valid sync packet after setting the variables state. BVH - fix lockguards for multithread mode Due to a lack of variable name, the BVH lock guards lifetimes previously did not cover the whole function call. This is fixed, and the warning message for contention is removed as multithread mode seems to be desired in production in 4.x. [macOS] Replace all `Alt/Option+Letter/Number` default shortcuts to avoid conflicts with special character input. GDScript: Limit recursion depth for completion functions Avoid crashing if the completion gets stuck in infinite recursion while trying to guess the expression type. Fix tile atlas merging crash Fix issue with clearing screen after part has been drawn Fix wobbly sky in stereoscopic OpenGL Add test for const class references fbx: Set base_dir correctly in append_from_scene Clarify rotation degrees Fix shortcut reset. Remove unused joint boolean in GLTFNode [macOS] Fix Input.warp_mouse shifted by one screen pixel. Fix missing directories when exporting from cmd Explicitly cast to Variant's int type in Time tests [Linux] Process TTS callback on the main thread to avoid speech-dispatcher deadlock. Fix incorrect Time documentation in get_datetime_dict_from_unix_time Forbid passing multiview sampler to the custom function in shaders Use the original canvas to calculate light positioning Fix use-after-free for VkAttachmentReference In the flow where VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME does not exist VkAttachmentReference are created inside a loop and their backing buffer is referenced in the subpass object. the VkAttachmentReference vectors are freed once the loop exists, causing the subpass to point to freed data. Add all the VkAttachmentReference to a vector in the scope of the entire function, to ensure they are not freed until vkCreateRenderPass is called Increase SSAO and SSIL bias to account for variance in mipmap generation update outdated references and examples GDScript: Fix crash when autoload script can't be found GDScript: Avoid validated division operation to test for zero The validated operations for integer division and modulo do not check for division by zero. This avoids validated operation in these cases to make sure the check is performed and avoid crashing the engine. GDScript: Fix override signature check of script inheritance Avoid treating the super class as a meta type for signature check, since it is looking at the instance level for that. Fix FileAccess last open error flag update GDScript: Fix setting native type with script inheritance Sometimes the inheritance tree is compiled out of order and the base don't have yet a native type set. This is now changed to not rely on the base script but use the native type set in the datatype, which is already resolved by the analyzer. Fix line folding with multiple carets Added check for null objects in gdscript typed assign. GDScript: Fix error message for unfound type Add HTC Vive focus XR manifest metadata Enable granular control of touchscreen related settings Fix reset_state() in TileSet Implement automatic rename for project - Import must rename nodes/root_type="Spatial" to "Node3D": - Resolves ownership issues with calling: scene->replace_by(base_node); when the original root type was Spatial. Fix Polygon3DEditor parenting errors Fix issue with default textures requiring arrays when using multiview [Windows Export] Pass password only when using PKCS12 file, fix executable name in the error message. Fix `SpriteFrames` data loss on 3-to-4 conversion Ensure minimal thickness for RichTextLabel underlines Add Output font size in Theme regeneration conditions [Windows] Take initial flags into account when creating main window. Add some missing EditorFileDialog methods and properties. Fix visible_lines calculation [Input] Use BRACKET_ instead of BRACE_ for physical keys. [iOS] Fix Xcode project file list. [Linux TTS] Use Callable instead of registering methods. Document `@GDScript.is_instance_of` method Revert "Fix visible_lines calculation" This reverts commit ceee405. This caused regressions, see godotengine#73736 and godotengine#73780. Fixes godotengine#73780. Load script for addons without cache Since they are postponed sometimes due to transient script errors, it needs to try again without the cache to compile the script again instead of using the failed one. Disable incompatible rendering methods in the project manager The project manager can now only create projects that use a rendering method compatible with the current platform. Rendering methods that are disabled at build-time are also grayed out (only for OpenGL). While it is possible in theory to create a project using Forward+ on web (thanks to the automatic fallback), it will look different once edited on a desktop platform. Use multiple threads to import HDR images Remove CVTT upstream changes to packing unpacking of BC6H formats This fixes the quality regression without impacting performance import: Pass the correct defaults to generated collision shapes. Solves incorrect defaults, as well as applied scale failing to apply. The default values are removed, and they differ from collision shape defaults These values must match the defaults defined in resource_importer_scene.cpp Implement ConditionVariable Fix race condition in resource loader when a load task is reused Fix cases of resource load tasks not being awaitable [MP] Fix replication config not updating sync/spawn props from code. Revert Label text reshaping fix godotengine#71553 and subsequent regression fixes Despite a lot of great work from Pedro to try to improve the Label text reshaping logic and fix subsequent regressions, we found ourselves still chasing more edge cases, such as godotengine#73736 (which got reverted already due to it causing yet another regression). In parallel, it seems like the crash scenario that godotengine#71553 was addressing got solved differently in the master branch, so it appears like this change is no longer necessary at all (at least not urgently), so we decided to revert to the previous known "ok" state of Label. - Revert godotengine#71553 "Prevent infinite cascade of re-layout after label text reshaping" This reverts commit ed8c5cd. - Revert godotengine#72387 "Enhance label sizing algorithm" This reverts commit 5131b81. - Revert godotengine#73234 "Fix blank non-autowrapping labels" This reverts commit 3ccabee. - Revert godotengine#73343 "Make label sizing algorithm more robust" This reverts commit 4f7f1ef. - Revert godotengine#73426 "Fix width determination of non-trimmed, non-wrapped labels" This reverts commit 73b6c0b. Add a property hint to fix crash when setting max convex hulls below 0 Generating less than 1 convex hull is not valid anyway. Fix ownership bug on ancestor nodes when scene is reimported. Warn users when using non existing --export flag, replaced by --export-release See godotengine#73782. GDScript: Fix usage of enum value as range argument GDScript: Fix parsing unexpected break/continue in lambda Fix WebSocketMultiplayerPeer server crash import: Fix uv2 by avoiding premature ImporterMesh::get_mesh() Implements create_convex_shape in ImpoterMesh. Note: ImporterMeshInstance3D::get_mesh() is safe. The only dangerous function with side effects is ImpoterMesh::get_mesh() C#: Fix editor crashing without a message when .NET is not installed Export: Default to exporting S3TC + BPTC for PC platforms This is now required after godotengine#72031 when using HDRs. Could have further cleanup as I think these import options may not be needed at all anymore, and etc/etc2 support doesn't seem to make much sense. Likewise, the hardcoded "s3tc" in `get_platform_features` could maybe be removed. But this is material for after 4.1. Fixes godotengine#73789. Fix GridMap 'cell_size_changed' signal not disconnecting properly Fixes that a GridMap node would not disconnect from the 'cell_size_changed' signal when the new selected node is another valid GridMap. Fix editor resource preview deadlocking with --headless mode GDScript: Fix range regression Fix custom viewports in Camera2D Fix ShapeCast3D add and remove exception functions Fixes that ShapeCast3D would accept any parameter object and silently return when it was not a CollisionObject3D. More class reference fixes Mostly typos. Also renamed the remaining "Vulkan Clustered" to "Forward+". Fix settings not appearing for Animation Libraries in the Scene Import window Fixing issues with SSIL artifacts Document the Max Clustered Elements project setting GDScript: Fix groups and categories been seen as members Fix X11 QUOTELEFT / SECTION physical key mapping. Fixup GDScript test using non-deterministic ids Follow-up to godotengine#73870. i18n: Sync translations with Weblate Update AUTHORS and DONORS list New contributors added to AUTHORS: @anvilfolk, @Bromeon, @Maran23, @RedworkDE, @snailrhymer, @vonagam Thanks to all contributors and donors for making Godot possible! Revert "Reordering emitted signals in PopupMenu" and fix editor selection issue in the safer way. fix typo `set_polygon` in GenericTilePolygonEditor Core: Identity compare objects by id, not by pointers C#: Check if a class is a singleton using the Core name Use the name of the class in Core, rather than the C# rename, when checking if a class is registered as a singleton. GDScript: Don't use validated call for vararg methods Since they may have runtime type validation, we cannot use the validated call. Make max() and min() global functions only accept numbers The behavior for those are not well defined for non-numeric arguments. To avoid confusion the other types are forbidden. Revert "GDScript: Fix groups and categories been seen as members" This reverts commit 6f2a843. The commit introduces a bug where it creates spurious entries for member information. Document VisualInstance3D offset unit Patch `VideoStreamPlaybackTheora::set_file` to only look for header packets of one stream type Converter: Rename 3.x Vector2 clamped to limit_length Fix shader preprocessor include resource check Fix wrong OS regex in project converter GDScript: Initialize all defaults beforehand in implicit constructor Set all the default values for typed variables before actually trying to initialize them, including `@onready` ones. This ensures that if validated calls are being used there will be a value of the correct type, even if the resolution is done out of order or deferred because of `@onready`. GDScript: Fix wrong unsafety mark for binary operator GDScript: Fix address type for coroutine results Fix deadlock in cyclic resource load GDScript: Fix conversions from native members accessed by identifier Fix basisu mipmaps Previously basisu was storing mip maps as an array of basisu in the internal format for Texture. The new work makes sense and it generates smaller files with one image. This pull request fixes the basisu decompression and keep the approach of 1 image. If we need to change the format in 4.x, we can still support the old format with some limitations too. Basisu from gltfpack can only output with mipmaps. The single image will not work for StreamedTexture. We should support both approaches for CompressedTexture we use one, and for StreamedTexture we use another. Additional error checking for hdr images and for nullptr. Sync tutorial paths for GI classes with online documentation changes Fix text server GDExtension build. Clarify when Expression `get_error_text()` is updated Add warnings for unsupported features in mobile and gl_compatibility backends GLTF: Delete unused skeleton_to_node Steering on VehicleBody is in radians while interface is in degrees. Improved documentation to clear this up. basisu: Loop over the last mipmap lod [TextEdit / IME] Check selection before deleting to avoid unnecessary error messages. Remove unused `ScriptLanguage` methods Document default values for transition type and ease type. [MP] Fix orphan StringName on close. Use a static StringName for the registered default interface name. Improve documentation of EditorExportPlugin Cleanup 3-to-4 renames, prevent common words replacements Fixes godotengine#73505. Fixes godotengine#73996. Add 3-to-4 renames for project settings in project.godot In the ConfigFile format, the first subpath is the category and is not part of the line that the regex would match. Fixes godotengine#66125. Update documentation for Mesh and MeshInstance3D Add missing descriptions for Mesh's virtual methods, and MeshInstance3D's methods relating to blend shapes. Slight tweaks to several MeshInstance3D method descriptions. Fix a crash in the GLB importer Sync controller mappings DB with SDL2 community repo Synced with mdqinc/SDL_GameControllerDB@436c7e3 Minor typo and docs URL fixes i18n: Sync translations with Weblate Update CHANGELOG.md for 4.0 release We couldn't hope to complete an in-depth curated changelog for such a massive release, so we simply link to our in-depth release notes :) Also adds back the 3.3, 3.4, and 3.5 curated changelogs. Those were released from the 3.x branch so theoretically do not share a common history with 4.0 (which started development after 3.2), but in practice users will still perceive 4.0 as the natural upgrade to 3.5. Bump version to 4.0-stable \o/ 4 years of development. 12,000 merged pull requests. 7,000 fixed issues. 1,500 individual contributors across engine and docs. The Godot 4.0 release is by all metrics our biggest release so far. No stone has been left unturned, all parts of the engine have been modernized, refactored, overhauled, rewritten, redesigned. Our work is far from done. Many areas still have significant known issues, and will require focused work from all willing contributors to fix blocking bugs, implement missing features, optimize for performance or compatibility, and improve the user experience. But Godot 4.0 marks the start of the new, modern Godot Engine, and a solid foundation for us all to build upon. Future 4.x releases will come with a much faster cadence, enabling us to iterate quickly on new features and improvements to what we already provide. To all of you who were involved in making Godot 4.0 what it is today, however big or small your contributions were: THANK YOU! This was a massive undertaking, and you all participated in unique and wonderful ways to build a free and open source game engine for everyone to use and enjoy. You are breathtaking! <3 Bump version to 4.1-dev Can't stop, won't stop, they said, huh? Fix "Convert Full Project" button not translated Also fixes a typo in the CHANGELOG. Fix dock name lost translation after layout change * After you click in the dock select panel * After you load an editor layout [Linux/X11] Check if required xkb functions exist before using it. C#: Fix crash when errors occur before language initialization. Fix small mistake in Window.xml Fix small mistake in Window.xml Fix Windows to Windows SSH remote deploy. Fix Windows `execute` exit code. Fix GDExtensions library export when multiple architectures are set. C#: Always show "Create C# solution" option Prevents ending up with an empty C# menu. The option to create the C# solution no longer disappears, to avoid confusing users. If an user tries to use it when a C# solution already exists they are warned that it will override their sln and csproj files. fix spotlight shadows in volumetric fog Commit Fix for GLES3 point size not working Stop toaster notification circle flickering when notifications are all hidden. Fix glTF mesh importer not freeing nodes correctly on import [TextServer] Ensure ICU data is initialised only one and cleaned only at exit. Modify the default theme GraphNode close_h_offset Modifies the close_h_offset to be 12 instead of 22. This better aligns the default position. Lift restriction that resource load thread requester has to be the initiator Automatically reparent editor message dialogs to avoid error spam. TileSet editor was out of sync with TileMap and incorrectly overwrote old selected TileSet after an edit call with a null pointer. Use MSAA 2D texture in multipass tonemapper Fix TileSetEditor paiting texture_origin Vector2i Use physical shortcuts for freelook navigation in the editor Use 8×8 default grid size for TextureRegion and 2D polygon editors Power-of-two grid sizes are more suited to most game assets. Exposes the apply_floor_snap function to allow a snap to be made regardless of velocity. [TextServer] Add mutex for FreeType face creation/deletion operations. Safeguard Makefile commands Check for type mismatch in PropertyTweener.from() Add XRServer.world_origin property improve documentation for Font and FontVariation Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Fix crash in resource load Document GLTFNode and some of GLTFState Make GDScript number highlighting stricter [Bitmap font] Assume outline size is `1` if it's not set, but channel for outline is defined. Don't strip whitespace when converting 3to4. Fixes godotengine#74204. The style guide says > Always use one space around operators and after commas The 3to4 conversion tool currently strips space in certain scenarios. I've updated it to add space whenever it is generating new code. In any case where it substitutes existing code, it leaves it as-is. For example, connect(a,b,c) becomes `connect(a, callable(b, c))`, because the converter is adding new commads/parens. However, `xform(Vector3(a,b,c))` becomes `Transform * Vector3(a,b,c)` because it uses the user's original Vector3 string whole. If the user originally had `xform(Vector3(a, b, c))`, then it becomes `Transform * Vector3(a, b, c)`. Ideally we'd always preserve original formatting, but this seems quite difficult, so I tried to preserve it where we can, but air on the side of following the style guide whenever we're transforming code. Hide internal settings from the classref Default actions are no longer internal since we want to document them. They are still hidden from the Project Setting dialog because we hid the whole `input/` group manually. Fixed minor typo in turbulence documentation Add keycode project conversion Add a few more rendering timestamps Linux: Don't try to link system embree3 on unsupported archs GDScript: Fix checking if a call is awaited in compiler Fix randfn to prevent generating of nan values Fix Camera2D position smoothing properties not being grouped Discourage reusing Tweens C#: Get singleton instances using the Core name Notify child controls when BackBufferCopy's rect changed Document using `String.uri_encode()` with `OS.shell_open()` C#: Encode GodotProjectDir as Base64 to prevent issues with special characters Add proper default texture filter and repeat modes for Canvas shaders in the OpenGL3 renderer Error on hint_normal_roughness_texture and hint_depth_texture outside of spatial shader Validate that C# class names are valid identifiers Correct superclass constructors in 3to4. Fixes godotengine#70542. The 3to4 conversion tool was not handling superclass constructors. We should translate the godot3 syntax: ```gdscript func _init(a,b,c).(a,b,c): pass func _init(a,b,c): super(a,b,c) ``` Originally, the _init conversion was intended to remove `void` return types from _init functions, as this was disallowed due to godotengine#50589. As that was resolved by godotengine#53366, I removed that part of the conversion logic. If a void return type is present on a constructor, the converter now leaves it. Here's a sample diff from my own project: ```diff @@ -103,10 +105,11 @@ class Real: class Text: extends Setting - var choices: PoolStringArray - var value: String setget set_value, get_value + var choices: PackedStringArray + var value: String : get = get_value, set = set_value - func _init(section: String, key: String, default: String, choice_list: Array).(section, key, default) -> void: + func _init(section: String, key: String, default: String, choice_list: Array) -> void: + super(section, key, default) choices = choice_list func normalize(val): @@ -129,9 +132,10 @@ class Text: class Boolean: extends Setting - var value: bool setget set_value, get_value + var value: bool : get = get_value, set = set_value - func _init(section: String, key: String, default: bool).(section, key, default) -> void: + func _init(section: String, key: String, default: bool) -> void: + super(section, key, default) pass ``` increased max touches to 32 for ios C#: Ignore explicit interface implementations
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…e-group-properties GDScript: Fix groups and categories been seen as members
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Fix #73843