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Batch of Bugfixes

-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
This commit is contained in:
Juan Linietsky
2014-12-07 02:04:20 -03:00
parent f7c9a4a0a8
commit c79be979d4
35 changed files with 492 additions and 116 deletions

View File

@@ -66,7 +66,7 @@ bool GDScriptLanguage::validate(const String& p_script, int &r_line_error,int &r
GDParser parser;
Error err = parser.parse(p_script,p_path.get_base_dir(),true);
Error err = parser.parse(p_script,p_path.get_base_dir(),true,p_path);
if (err) {
r_line_error=parser.get_error_line();
r_col_error=parser.get_error_column();