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* Style: Remove unnecessary semicolons from `core`Rémi Verschelde2020-05-191-8/+8
| | | | | | | | | | 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.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-14/+7
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Replace NULL with nullptrlupoDharkael2020-04-021-12/+12
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* 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.
* Don't crash on printing nested typesHein-Pieter van Braam-Stewart2019-04-201-0/+4
| | | | | | | | | | When adding an Array or Dictionary to itself operator String() got in an infinite loop. This commit adds a stack to operator String() (Through the use of a new 'stringify method'). This stack keeps track of all unique Arrays and Dictionaries it has seen. When a duplicate is found only a static string is printed '[...]' or '{...}'. This mirror Python's behavior in a similar case.
* 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/+3
| | | | | | 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 Verschelde2018-01-051-1/+2
| | | | | | 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 Verschelde2017-12-071-12/+14
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* make ConfigFile sections orderedKarroffel2017-11-041-28/+12
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* make ConfigFile use OrderedHashMapKarroffel2017-11-031-1/+1
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* Fix various assorted warningsHein-Pieter van Braam2017-09-081-3/+3
| | | | | Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp.
* Implement OrderedHashMapRuslan Mustakov2017-08-131-0/+315