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* 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".
* Merge pull request #62814 from KoBeWi/strintRémi Verschelde2022-11-151-0/+58
|\ | | | | | | Restore numeric from String constructors
| * Restore numeric from String constructorskobewi2022-09-191-0/+58
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* | [GDExtension] Implement support for typed arrays.bruvzg2022-09-221-0/+76
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* Implement Vector4, Vector4i, Projectionreduz2022-07-231-0/+3
| | | | | | | | | | | | | Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
* Merge pull request #56167 from cdemirer/constructor-toarray-fixRémi Verschelde2022-05-111-2/+2
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| * Fix array variant reuse in constructorcdemirer2022-01-261-2/+2
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* | Refactor Object metadatareduz2022-03-241-4/+2
| | | | | | | | | | | | | | | | | | * API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change. * Metadata now exposed as individual properties. * Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace. * Added the ability to Add/Remove metadata properties to the inspector. This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Make some variant internal functions public.reduz2021-06-171-0/+572
-Make constructors, ops and setget inline functions public -Should help optimizing the GDScript VM