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* Fix for recurring check in gdscript_cach.cppVoylin2022-09-111-3/+1
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* Allows parsing of invalid UTF-16 surrogates (can be encountered in Windows ↵bruvzg2022-07-071-1/+1
| | | | filenames) and some non-standard UTF-8 variants, makes Unicode parse errors more verbose.
* Add a new HashSet templatereduz2022-05-201-3/+3
| | | | | * Intended to replace RBSet in most cases. * Optimized for iteration speed
* Replace most uses of Map by HashMapreduz2022-05-161-2/+2
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-2/+1
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* GDScript cache crashfix.K. S. Ernest (iFire) Lee2022-01-221-1/+4
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Revert "Fix auto reload scripts on external change"Rémi Verschelde2021-12-101-9/+1
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* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-3/+3
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Merge pull request #49473 from cptchuckles/fix-auto-reload-scriptsRémi Verschelde2021-12-091-1/+9
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| * Fix auto reload scripts on external changeJonathan Gollnick2021-09-021-1/+9
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* | GDScript: Set status on parsing steps beforehandGeorge Marques2021-10-061-4/+4
| | | | | | | | | | To avoid potential dependency cycles. If any happens it will not get into infinite recursion anymore and errors will cascade later on.
* | Avoid crash after a parsing error in GDScriptPedro J. Estébanez2021-09-111-9/+3
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* Fix crash when failing to load script from cachePouleyKetchoupp2021-08-161-0/+2
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-2/+2
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Rename File::get_len() get_length()Marcel Admiraal2021-05-251-1/+1
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* Make all file access 64-bit (uint64_t)Pedro J. Estébanez2021-05-171-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* 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 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* GDScript: Fix MutexLock usage, fixes Clang 6 compatRémi Verschelde2020-09-091-5/+5
| | | | Fixes #41852.
* GDScript: Use pointer instead of references in cacheGeorge Marques2020-08-231-9/+5
| | | | | They are not supposed to be kept alive and this is cleaner and less error-prone than unreferencing the elements.
* GDScript: Fix crash when superclass file is non-existentGeorge Marques2020-08-171-0/+15
| | | | Incidentally, allow EOF to be an end of statement.
* Wrap up GDScript 2.0 base implementationGeorge Marques2020-07-221-4/+20
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* Add GDScript cache singletonGeorge Marques2020-07-201-0/+228