| Commit message (Collapse) | Author | Age | Files | Lines |
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Arrays can be set as read-only and thus cannot be modified. Assigning
the array will create an editable copy.
Similar to is already done to read-only dictionaries.
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* Add ability to set them read only.
* If read-only, it can't be modified.
This is added in order to optionally make const dictionaries (and eventually arrays) properly read-only in GDScript.
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Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
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Happy new year to the wonderful Godot community!
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support (and add unittests)
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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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-Make constructors, ops and setget inline functions public
-Should help optimizing the GDScript VM
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Also _transform to _transform3d
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This ensure that typed arrays are properly checked when setting an
element.
Moved the macro to a straight declaration since the macro was only used
for Array and it now is quite specific to the Array class.
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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 get counts of items before getting the list, which is useful for
GDNative so users can pre-allocate the buffer with the correct size
without having to get the list twice.
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Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
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Since they do pretty much the same thing. The validated_get() was
renamed to get() since that is more performant.
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The validated getters were only setting the value without changing the
type, leading to wrong results. This uses the same path used for
methods to the same purpose.
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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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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