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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 Linietsky2017-01-111-170/+170
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky2017-01-081-3/+3
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* Made Variant::NIL printable as "Null". Please everyone be on the lookout of ↵Juan Linietsky2017-01-081-1/+1
| | | | bugs related to assigning an empty variant to a string, and expecting it to be not empty!
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-117/+117
| | | | renamed to PoolVector
* 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!
* fixes #6331, Variant::can_convertRăzvan Cosmin Rădulescu2016-10-041-11/+3
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* Reverted printable null object, seems to cause bugs around and not sure why.Juan Linietsky2016-08-061-1/+1
| | | | Will have to check better, likely for 3.0
* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-1/+1
| | | | support, but VisualScript should be more or less done!
* Fix regression with str() improvements for math typesIgnacio Etcheverry2016-07-281-6/+34
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* Prettier str() for arraysIgnacio Etcheverry2016-07-021-6/+12
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* Remove CHARTYPE_16BITS unused checksJ08nY2016-06-191-2/+2
| | | | fix #5263
* Made error when signal calls a method with the wrong number of parameters ↵Juan Linietsky2016-06-121-2/+2
| | | | more detailed, closes #4893
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+44
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Add missing Vector2Array case to Variant::operator String()Ignacio Etcheverry2016-05-041-0/+12
| | | | - Correcly display Vector2Array default arguments in the documentation
* remove trailing whitespaceHubert Jarosz2016-03-091-179/+179
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* AnimationTreePlayer: blend value tracks (closes #2299)Josh Grams2016-03-011-0/+15
| | | | | | Variant: - zero() sets a Variant to the appropriate type of zero value - blend() blends part of one Variant on top of another.
* -make signals throw an error when target method is not found, fixes #2036Juan Linietsky2016-01-041-0/+29
| | | | | -removed 4 arguments limit for emit_signal() from script -remvoed 4 arguments limit for call_deferred() from script
* -Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky2016-01-021-0/+11
| | | | the script, closes #2128
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Changed var2str and str2var in GDScript to use VariantWriter and VariantParserJuan Linietsky2015-12-311-126/+5
| | | | -It is now finally possible to parse back a variant from text!
* merged some stuff for okamJuan Linietsky2015-09-031-2/+10
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-0/+57
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* added conversion from int, string to colorJuan Linietsky2015-05-271-2/+6
| | | | fixes #1971
* Made type-checking for arguments less trict between bool, int real. Fixes #1816Juan Linietsky2015-05-051-4/+4
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* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-5/+255
| | | | -added NOTIFICATION_INSTANCED
* -invalidated string -> int automatic conversion, fixes #1788Juan Linietsky2015-05-041-3/+3
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* added return keyword, fixes #1797Juan Linietsky2015-05-041-1/+1
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* Sort xml files, so order is constantest312015-05-011-0/+9
| | | | Makes xml format work better with version control systems.
* Ability to convert from nodes or other non resource with a get_rid() ↵Juan Linietsky2015-04-241-2/+10
| | | | function to a rid
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* begin new serialization frameworkJuan Linietsky2015-02-151-17/+26
| | | | also got rid of STL dependency on triangulator
* New Code CompletionJuan Linietsky2014-12-161-0/+126
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* A bit of everything:Juan Linietsky2014-05-141-0/+10
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -Fixed a few bugs in ViewportJuan Linietsky2014-04-101-0/+13
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* -HttpClient: ’Content-Length’ is added to httprequest if not provided in ↵Juan Linietsky2014-04-051-1/+1
| | | | | | | | | the headers and a body exists -expressions in GDScript can take multiple lines if inside parenthesis (python-like) -Added \ to force linebreaks to GDscript (python-like) -added exclude objects from raycast -fixed crashes
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+2610