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* Remove unused GDNative codeRémi Verschelde2022-03-091-583/+0
| | | | | | | | | This has been superseded by GDExtension so this code is no longer useful nor usable. There's still some GDNative-related stuff in platform export code which needs to be adapted for GDExtension (e.g. to include GDExtension libraries in exports).
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-4/+4
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-12/+4
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-3/+3
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* Add PROPERTY_USAGE_NONE and use itAaron Franke2021-06-171-1/+1
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-2/+2
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Add GDNative Framework loading and export support.bruvzg2021-05-241-1/+11
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* Fix gdnative config file set as nullKyle2021-03-311-0/+2
| | | | | Fixes # Setting a GDNativeLibrary config file as null or any other object but a ConfigFile will now cause an error.
* Improve resource load cachereduz2021-02-111-1/+11
| | | | | | -Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* GDNative: support dynamic loading of iOS frameworksSergey Minakov2020-07-021-1/+19
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-5/+10
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-8/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Exposed RenderingDevice to script APIJuan Linietsky2020-04-201-1/+1
| | | | | | | | | | | | | Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
* Replace NULL with nullptrlupoDharkael2020-04-021-7/+7
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-3/+3
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Removed interactive loader, added proper thread loading.Juan Linietsky2020-02-281-1/+1
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* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Document the GDNative singleton method prefix being changeableHugo Locurcio2019-10-071-1/+1
| | | | | This also tweaks error messages to remove hardcoded references to the default `godot_` prefix.
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner2019-08-091-2/+1
| | | | "modules/gdnative", "modules/gdscript" directories.
* Fix various memory leaks and errorsBojidar Marinov2019-07-021-11/+7
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* Fix typos with codespellRémi Verschelde2019-05-191-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
* Fix GDNative library resource loading.Fabio Alessandrelli2019-05-121-1/+1
| | | | | | | Store general properties in ConfigFile too when modifying them. Additionally set config_file property as internal as it's not editable from inspector. It also does not appear to get saved in a meaningful way (saved as Object(ConfigFile, ...))
* [GDNative] fix crash at shutdown when using singleton libraries and NativeScriptkarroffel2019-03-091-0/+1
| | | | | | | | | | When a singleton library was exposing NativeScript functionality, the NativeScriptLanguage would attempt to terminate the library at shutdown. Since the GDNative module itself handles singleton libraries, it closes all singleton libraries at shutdown as well. This double free could cause a crash, since the library referenced would no longer be alive.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-6/+6
| | | | -Removed one and zero hints for properties, replaced by default value
* GDNative: Fixes a problem that active_library_path is wrong after exporting ↵Naoto Kondo2018-10-281-0/+7
| | | | app for mac
* Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde2018-09-131-1/+1
|\ | | | | Misc. typos
| * Misc. typosluz.paz2018-09-121-1/+1
| | | | | | Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-5/+5
|/ | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-5/+5
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Fix Variant leak in call_nativePedro J. Estébanez2018-05-081-1/+3
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* [GDNative] enable saving GDNativeLibrary as sub resourcekarroffel2018-04-041-3/+92
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* [GDNative] easier GDNativeLib handlingkarroffel2018-04-041-67/+75
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* [GDNative] cache API hasheskarroffel2018-01-131-3/+13
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* Removed PBM bitmap loader, added abiliy to importi mages as bitmap. Fixes #14828Juan Linietsky2018-01-061-2/+0
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* [GDNative] added reload propertykarroffel2018-01-061-5/+18
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* 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.
* Merge pull request #15246 from vnen/uwp-gdnativeGeorge Marques2018-01-011-0/+3
|\ | | | | Make GDNative DLLs work on UWP
| * Make GDNative DLLs work on UWPGeorge Marques2018-01-011-0/+3
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Style: Apply clang-format again on all filesRémi Verschelde2017-12-071-1/+1
| | | | | Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
* Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky2017-11-301-1/+1
| | | | library to open extra libraries.
* Proper GDNative export on AndroidRuslan Mustakov2017-11-211-0/+6
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* Allow configuring iOS exportRuslan Mustakov2017-11-211-4/+4
| | | | | | | | | | | | | | | | | - EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
* [GDNative] removed static linking fieldsKarroffel2017-11-201-37/+3
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