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* State machine animation nodeJuan Linietsky2018-06-251-0/+2
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* Remove unused Variant._data.RefPtrEmmanuel Leblond2018-04-291-1/+0
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* Duplicate Arrays and Dictionaries when instancing scene in editorBojidar Marinov2018-03-131-0/+1
| | | | | | Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate Fixes #13971
* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* 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!
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-5/+5
| | | | Fixes #12973.
* variant.h: Update comments with numeric enum valuesSebastian Krzyszkowiak2017-10-201-4/+4
| | | | | | Comments got desynchronized with the actual values of the enum. To avoid anyone making some stupid mistake here, let's fix it as soon as possible.
* Fixed constness of variant functions, as well as visual script sequence ↵Juan Linietsky2017-09-251-0/+1
| | | | ports. Closes #11258
* Allow booleanization of all typesHein-Pieter van Braam2017-09-191-1/+1
| | | | | | | | | | | | | We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API.
* Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam2017-09-171-1/+3
| | | | | | | | | | | | | In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
* Fix enums bindingsMaxim Sheronov2017-09-131-1/+0
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Improves method bind detection of signature typesIgnacio Etcheverry2017-08-101-10/+0
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* few bugs fixed thanks to explicit bool constructor and clang.Juan Linietsky2017-08-051-1/+1
| | | | explicit bool constructor has thus now been removed, as it served it's mission!
* Made bool constructor explicit in Variant to avoid bugs, fixes #7843Juan Linietsky2017-08-051-2/+2
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* renamed node path, closes #5691Juan Linietsky2017-08-051-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-5/+1
| | | | this might cause bugs I haven't found yet..
* Fix two typos from previous commitRémi Verschelde2017-05-171-2/+2
| | | | Also cleanup comments on variant types.
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-9/+4
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-149/+131
| | | | | | | | | | | | | | | | | | | | | | | | 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
* really fixed PTRCALL nowKarroffel2017-03-051-1/+0
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* Added PowerState casting operator to VariantKarroffel2017-03-051-0/+2
| | | | Without it Godot does not build with PTRCALL_ENABLED
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* 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).
* Type renames:Juan Linietsky2017-01-111-26/+26
| | | | | | | | | | | | 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 Linietsky2017-01-081-1/+1
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-25/+25
| | | | renamed to PoolVector
* 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!
* Added small modification on parser for '+'Henrique L. Alves2016-10-221-0/+1
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* Basic type constants for visual scriptJuan Linietsky2016-09-021-1/+1
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* More progress on visual script editingJuan Linietsky2016-08-031-0/+4
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* Property reporty base type when a function fails, fixes #4581 probably also ↵Juan Linietsky2016-06-201-0/+1
| | | | closes other issues
* Remove USE_QUAD_VECTORS unused checkJ08nY2016-06-191-4/+0
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* Remove CHARTYPE_16BITS unused checksJ08nY2016-06-191-2/+1
| | | | fix #5263
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+2
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* remove trailing whitespaceHubert Jarosz2016-03-091-26/+26
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* AnimationTreePlayer: blend value tracks (closes #2299)Josh Grams2016-03-011-0/+2
| | | | | | 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/+3
| | | | | -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/+1
| | | | 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 Linietsky2015-12-311-1/+1
| | | | -It is now finally possible to parse back a variant from text!
* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-1/+1
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-0/+1
| | | | | | | | 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.
* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-1/+2
| | | | -added NOTIFICATION_INSTANCED
* Sort xml files, so order is constantest312015-05-011-1/+2
| | | | Makes xml format work better with version control systems.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* begin new serialization frameworkJuan Linietsky2015-02-151-1/+5
| | | | also got rid of STL dependency on triangulator
* -removed annoying pragmaJuan Linietsky2014-12-171-2/+2
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