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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!
* Construct Variants from Reference properly in GDNativeRuslan Mustakov2017-09-141-1/+1
| | | | | | | | | | Previously godot_variant_new_object constructed Variant without accounting for the fact that the Object can be a Reference, so refcount was not increased and References were destructed prematurely. Also, Reference::init_ref did not propagate refcount increment to the script instance, which led to desync of refcount info on the script side and Godot side.
* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+1
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Dead code tells no talesRémi Verschelde2017-08-271-25/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-6/+6
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Changed MethodBind API to request information from methods. It's much claner ↵Juan Linietsky2017-08-231-4/+4
| | | | | | now. Also changed PropertyInfo to include informatino about class names.
* Fixes Ref's GetTypeInfo missing with ptrcall disabledIgnacio Etcheverry2017-08-201-1/+6
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* Improves method bind detection of signature typesIgnacio Etcheverry2017-08-101-0/+18
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* Fix passing Refs via ptrcallRuslan Mustakov2017-07-281-3/+3
| | | | | | There was no constructor for Ref from const pointer, so compiler decided to construct Variant from pointer and then construct Ref from Variant which turned it into NULL, because the Variant had null ref field.
* fixed ptrcall cast for const Ref<T>Karroffel2017-06-201-1/+1
| | | | | | | | | | | | | Some methods require a const Ref<T> argument, the ptrcall method wrappers cast `void *` to the apropriate types. The problem is that there is no `Ref(const T *)` constructor, but since Ref modifies the refcount of a Reference anyway there's no point in a const version. The problem is that with a `const T *` constructor call, the argument gets converted to Variant first and loses all the reference information, resulting in a null reference as the argument to the constructor.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-105/+92
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | 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!
* changed way to return referenceJuan Linietsky2016-06-241-2/+2
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* Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky2016-06-221-0/+56
| | | | | | statically typed languages, should help in the Mono integration. Disabled by default.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* missing changesJuan Linietsky2015-06-141-0/+3
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* -Fixed post-import script-reload buf, fixes #1683Juan Linietsky2015-04-181-0/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+330