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* Make all String float conversion methods be 64-bitAaron Franke2020-07-271-1/+1
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* issue-40396 - Added missing error strings to JSON parsing when array or ↵Adam Bates2020-07-221-0/+2
| | | | object is never closed.
* Style: Remove unnecessary semicolons from `core`Rémi Verschelde2020-05-191-9/+9
| | | | | | | | | | Semicolons are not necessary after function definitions or control flow blocks, and having some code use them makes things inconsistent (and occasionally can mess up `clang-format`'s formatting). Removing them is tedious work though, I had to do this manually (regex + manual review) as I couldn't find a tool for that. All other code folders would need to get the same treatment.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-16/+28
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-43/+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.
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-10/+25
| | | | Part of #33027.
* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-3/+5
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-3/+3
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Remove more deprecated methods and codeRémi Verschelde2020-02-131-8/+2
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* 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.
* Remove unnecessary code and add some error explanationsqarmin2019-07-011-2/+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 Verschelde2018-09-121-1/+2
| | | | | | 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!
* Style: Re-apply clang-format over recent invalid additionsRémi Verschelde2017-12-101-3/+3
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* Add indent and sort keys support for JSON.printGeequlim2017-11-071-13/+40
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-30/+30
| | | | Fixes #10244.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-163/+136
| | | | | | | | | | | | | | | | | | | | | | | | 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
* JSON::parse reports errors on open-ended objectsKarroffel2017-02-061-2/+2
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* Fix error while JSON::parse with empty stringGeequlim2017-01-151-1/+1
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* Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-111-2/+2
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* Type renames:Juan Linietsky2017-01-111-3/+3
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky2017-01-081-11/+8
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* 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 a new function to escape properly json, fixes #3282Juan Linietsky2016-01-101-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* make json sub-dictionaries shared, fixes #2381Juan Linietsky2015-12-311-2/+2
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* Change handling of invalid JSON escape sequences.Bojidar Marinov2015-11-161-6/+6
| | | | Instead of reporting an error, just ignore the first backslash and continue. Fixes #2521
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -fixed issue with denormals in half precission, closes #1073Juan Linietsky2015-01-031-1/+1
| | | | -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+477