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path: root/core/io/config_file.cpp
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* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily2019-08-171-5/+2
| | | | | | | | | 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?)
* Add encrypted files support to ConfigFileVasiliy Makarov2019-06-271-2/+92
| | | | | | | | | Fix #26477 Add in ConfigFile this methods: load_encrypted(path, key) load_encrypted_pass(path, password) save_encrypted(path, key) save_encrypted_pass(path, password)
* Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin2019-06-031-4/+0
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* 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 Verschelde2018-09-121-3/+4
| | | | | | 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!
* make ConfigFile sections orderedKarroffel2017-11-041-5/+5
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* make ConfigFile use OrderedHashMapKarroffel2017-11-031-8/+8
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-3/+3
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Suppress error messages when using ConfigFile::get_value and a default is givenBojidar Marinov2017-03-211-2/+7
| | | | Fixes #8097
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-71/+57
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-9/+9
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-0/+5
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* Type renames:Juan Linietsky2017-01-111-4/+4
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-8/+8
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* 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!
* classref: Directory and ConfigFileRémi Verschelde2016-05-121-1/+1
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* -fix stray file left open when parsing configuration, closes #3299Juan Linietsky2016-01-101-1/+3
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* make sure file is closed if something failsJuan Linietsky2016-01-101-0/+2
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* -Use simpler methods for parsing simple tags, fixes #3274Juan Linietsky2016-01-081-1/+1
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* -fix bugs related to parsing config files with new variantparser, closes ↵Juan Linietsky2016-01-071-0/+4
| | | | #3248 closes #3207
* Added default value param to ConfigFile.get_value()Ignacio Etcheverry2016-01-011-4/+4
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2015-12-311-1/+1
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| * Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-1/+1
| | | | | | | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* | -Ensure .tscn and .tres always save in a deterministic way, fixes #2495Juan Linietsky2015-12-311-558/+27
|/ | | | | | | -Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed -Created a VariantWriter helper to unify all variant to text writing -Moved SceneFormatText writing to VariantWriter -Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
* Fixes problem parsing config files using ConfigFileJuan Linietsky2015-05-121-0/+2
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Fix CppCheck 'duplicateExpression' warningBoris Egorov2014-11-071-1/+1
| | | | | BTW, all three cases looks similar. It would be nice to refactor it to avoid repeating code.
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-2/+5
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+744