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* Style: Harmonize header includes in modulesRémi Verschelde2023-06-151-1/+2
| | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
* GDScript: Rework type checkDmitrii Maganov2023-02-171-0/+77
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* Remove `@GDScript.str` (duplicate of `@GlobalScope.str`)Danil Alexeev2023-01-301-23/+0
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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".
* GDScript: Fix subclass script path issuesrune-scape2022-12-011-2/+3
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* Rename `str2var` to `str_to_var` and similarMicky2022-08-261-4/+4
| | | | | | | | | | | | | | | | | | Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
* Replace Array return types with TypedArray 3kobewi2022-08-241-2/+3
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* inconsistent str() error fixEdward2022-07-271-0/+1
| | | | inconsistent str() error fix
* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-1/+1
| | | | | | | | | | | 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.
* Fix some issues found by cppcheck.bruvzg2022-04-061-5/+5
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* GDScript gracefully handle debug functions from separate threadBrian Semrau2021-11-011-3/+16
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* Use range iterators for `Map`Lightning_A2021-09-301-6/+6
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-2/+2
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* Rename Array.invert() to Array.reverse()Marcel Admiraal2021-03-211-1/+1
| | | | | Does the same internally for List and Vector<>, which includes all PackedArray types.
* 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 🎆
* GDScript: Refactor builtin functionsGeorge Marques2020-11-261-0/+718
They are now called "utility functions" to avoid confusion with methods of builtin types, and be consistent with the naming in Variant. Core utility functions are now available in GDScript. The ones missing in core are added specifically to GDScript as helpers for convenience. Some functions were remove when there are better ways to do, reducing redundancy and cleaning up the global scope.