| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
The arguments of atan2() should be y,x instead of x,y This was just wrong since the internal atan2 already had y,x as parameters, so if you followed the autocomplete the result would just be wrong.
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
This is an attempt to make VS slightly nicer to use.
WiP.
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
| |
|
| |
|
|\
| |
| | |
Added new Wrap functions for numbers
|
| | |
|
|\ \
| | |
| | | |
Visualscript: Fixes untouched value is null instead of 0
|
| |/ |
|
|/ |
|
|
|
|
|
| |
Add missed bindings for enums
Move some enums to class to have correct output of api.json
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
| |
|
| |
|
|
|
|
|
|
|
| |
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
|
|
|
|
|
|
| |
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
|
|
|
| |
This saves typing and is a step towards fixing #56
|
|
|
|
|
|
| |
than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
|
|\
| |
| | |
Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
|
| |
| |
| |
| |
| |
| | |
with 32-bit output, 64-bit state).
PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
|
|/
|
|
|
|
|
|
|
| |
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
|
|\
| |
| | |
Add named colors to GDScript/Visual Script/core.
|
| |
| |
| |
| | |
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
|
|/
|
|
|
|
|
|
| |
Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
|
|
|
|
| |
Just hope it doesn't crashes with that much pointer math... :smile:
|
| |
|
|
|
|
|
|
| |
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
|
|
|
|
|
| |
-Added input selection nodes to visual script
-Added script create icon for those who miss it, will only appear when it can be used.
|
|
|
|
| |
profiler yet.
|
| |
|
|
|