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* -Fixes to how hashing happened, now StringName and NodePath use default ↵Juan Linietsky2018-07-021-11/+26
| | | | | | hasher, this was leading to some severe slowdown in scenarios -Fixes to some duplication scenarios for instanced scenes
* Fixes logically dead code (Coverity)Crazy-P2018-04-211-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* 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 tween able to be used as before (without the need for ":...")Bojidar Marinov2017-11-221-7/+10
| | | | Fixes #13174
* Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-31/+45
| | | | Performance is around the same as using pure set() through GDScript.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* renames leftover 'path_db' to node_pathIndah Sylvia2017-08-071-1/+1
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* renamed node path, closes #5691Juan Linietsky2017-08-051-0/+418