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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* StringName: Fix empty hashrune-scape2024-09-091-1/+2
| | | | +Fixed compat hashes
* StringName: operator== compares in-placerune-scape2024-09-031-1/+10
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* StringName: Use inline static field definitionsGergely Kis2024-07-241-4/+4
| | | | | | | | | | | | | | | Before this change StringName used regular static field definitions for its mutex, _table, configured and debug_stringname fields. Since in the general case the ordering of the static variable and field initialization and destruction is undefined, it was possible that the destruction of StringName's static fields happened prior to the destruction of statically allocated StringName instances. By changing the static field definitions to inline in string_name.h, the C++17 standard guarantees the correct initialization and destruction ordering.
* Remove _HashUnion from StringNameWilson E. Alvarez2024-02-141-5/+0
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* Fix `StringName` comparisonNinni Pipping2023-05-181-0/+9
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* Optimize Object::get_class_nameJuan Linietsky2023-04-081-0/+2
| | | | | * Run the static function once per class instead of one per instance. * Saves some memory in Object derived classes.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Add missing != operator to `StringName`Yuri Rubinsky2022-12-201-0/+1
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* Implement Scene Unique Nodesreduz2022-04-251-0/+13
| | | | | | | | Implements https://github.com/godotengine/godot-proposals/issues/4096 * Nodes can be marked unique to the scene in the editor (or via code). * Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched. * Implementation is very optimal, as these nodes are cached.
* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-1/+1
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Fix typos with codespellRémi Verschelde2022-02-101-1/+1
| | | | | | | Using codespell 2.2-dev from current git. Added `misc/scripts/codespell.sh` to make it easier to run it once in a while and update the skip and ignore lists.
* Clarify SNAME usagereduz2022-02-081-0/+12
| | | | | | | | | * Explain where it should be used, with examples. * Clarify that it should _not_ be used everywhere, only where needed. * Supersedes #57720 This PR is the result of the discussion that happened in a contractor meeting, and it attempts to clarify the intended use for this macro for other contributors. As a personal note, It is my view that other approaches to using SNAME (like having a global or per class table of string names) are mere overengineering without any real benefit (performance remains the same, and usage of stringnames becomes more cumbersome. Additionally, there was not any significant amount of errors in name mismatching as a result of using strings since Godot was open sourced).
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Adds ability to debug stringnamesreduz2021-07-201-2/+16
| | | | * References (which include hash tables) can be profiled with --debug-stringnames
* Editor StringName and Viewport optimizationsJoan Fons2021-07-201-1/+1
| | | | | | | | | | | * Added explicit return type to the SNAME macro. * Add some extra SNAME usages. * Change some ClassDB methods to use const StringName & arguments. * Cache the Window parent in Control because it's used in is_layout_rtl(), which is called often. * Only enable internal processing for viewports that need it. * Change CanvasItem::group to be a StringName because it's only used as that.
* Optimize StringName usagereduz2021-07-181-6/+14
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-0/+165
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code