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* Core: Ensure classes match their header filenameRémi Verschelde2019-02-121-643/+0
| | | | | | | | | | | | | | | 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!
* Moved member variables to initializer listWilson E. Alvarez2018-12-111-6/+6
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* Remove redundant "== false" codeAaron Franke2018-10-061-1/+1
| | | | | | Some of this code has been re-organized. f
* Remove redundant "== true" codeAaron Franke2018-10-061-1/+1
| | | If it can be compared to a boolean, it can be evaluated as one in-place.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-6/+6
| | | | | | 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.
* Style: Format code with clang-format 6.0.1Rémi Verschelde2018-07-181-1/+1
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* 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!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Merge pull request #8943 from RandomShaper/fix-error-handlingRémi Verschelde2017-07-051-13/+4
|\ | | | | Implement well-defined handling of unrecoverable errors
| * Implement well-defined handling of unrecoverable errorsPedro J. Estébanez2017-07-051-13/+4
| | | | | | | | | | | | Plus the addition of some convenience CRASH_* error macros. Plus transient avoidance of the flood of warnings emitted by Clang when checking 'this' for NULL. Plus explanation about the do-while(0) loop in some error macros.
* | Fixed memory leaksMarc Gilleron2017-06-161-1/+7
|/ | | | | - PoolVector leak - mesh_remove_surface leak
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-200/+167
| | | | | | | | | | | | | | | | | | | | | | | | 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
* added join to PoolStringArrayAlexHolly2017-03-011-0/+11
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* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-1/+1
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* -Fix bugs related to PoolVector crashesJuan Linietsky2017-01-081-5/+33
| | | | -Added ability to request nodes using $Name in GDScript :)
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-156/+324
| | | | renamed to PoolVector
* 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!
* Added slicing operation to DVector via DVector.subarray(int start,int end) ↵Gau o fthe Veldt2016-07-231-0/+28
| | | | | | | | | method. Negative indices index from the end of the array. Indices are range checked before attempting and return appropriate error when out of range. Binding for RawArray in gdscript to access DVector.subarray() provided. Documentation of RawArray.subarray() in classes.xml provided.
* Adds the invert() method to DVector.kjohnson04512016-05-161-0/+13
| | | | | This effectively allows invert() to be used on the following types: ByteArray, IntArray, RealArray, StringArray, Vector2Array, Vector3Array, ColorArray
* remove trailing whitespaceHubert Jarosz2016-03-091-99/+99
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+17
| | | | | | | -Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+412