summaryrefslogtreecommitdiffstats
path: root/core/core_string_names.h
Commit message (Collapse)AuthorAgeFilesLines
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
|
* Style: Harmonize header guards to style guide [Core]Rémi Verschelde2020-03-251-1/+1
|
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-0/+5
| | | | objects and made them default.
* 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.
* Allow overriding how scripted objects are converted to stringsLeonard Meagher2019-05-031-0/+1
| | | | | | | | | | solves #26796 - ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts - ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings - IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance - ADD Documentation about `Object.to_string` and `Object._to_string` - Changed `Variant::operator String` to use `obj->to_string()`
* Core: Ensure classes match their header filenameRémi Verschelde2019-02-121-1/+1
| | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Massive optimization to Variant::set_named/get_named. Should give a nice ↵Juan Linietsky2017-09-231-2/+25
| | | | boost to GDScript.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Moved member variables from constructor to initialization listWilson E. Alvarez2017-08-081-1/+1
|
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-0/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* -Added folding to property editor, persistent on objects it editsJuan Linietsky2017-06-251-0/+3
| | | | -Some changes to tree to support this properly
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-7/+9
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* Ability to convert from nodes or other non resource with a get_rid() ↵Juan Linietsky2015-04-241-0/+1
| | | | function to a rid
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+62