| Commit message (Collapse) | Author | Age | Files | Lines |
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And take the opportunity to improve interdependencies a bit with forward
declares where possible.
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Happy new year to the wonderful Godot community!
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* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
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This ensures more portable conversion since not every path assume bool
is 32-bits and there's no loss converting to 8-bits anyway.
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* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
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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 🎆
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To be consistent with the enum in Variant so missing types can be more
easily spotted.
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ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.
It no longer makes sense to make it optional.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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