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path: root/modules/visual_script/visual_script_expression.cpp
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* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-24/+24
| | | | Fixes #25316.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-14/+14
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Merge pull request #18321 from Crazy-P/Fixes-logically-dead-codeRémi Verschelde2018-05-011-6/+1
|\ | | | | Fixes logically dead code (Coverity)
| * Fixes logically dead code (Coverity)Crazy-P2018-04-211-6/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* | Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-3/+3
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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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-3/+3
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Add support for the TAU constant. Fixes #12094.Goutte2017-11-121-0/+3
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* Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam2017-09-171-2/+2
| | | | | | | | | | | | | In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-1/+0
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix typos 'a' and 'an'Poommetee Ketson2017-09-021-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removed unnecessary returns and break statementsWilson E. Alvarez2017-08-221-1/+0
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-8/+8
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-606/+552
| | | | | | | | | | | | | | | | | | | | | | | | 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 a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
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* Inf and NaN support added to GDScript.Saracen2017-02-281-0/+6
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* -Added diectly editable expressions on node to VSEditor, closes #6392Juan Linietsky2016-09-061-1/+1
| | | | -Added ability for LineEdit to expand to fit text
* Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399Juan Linietsky2016-09-061-0/+83
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* Should Fix Compiling Export TemplatesISylvox2016-09-061-1/+1
| | | | | - Works on Windows, Linux x11, Linux Server, Android, HTML5 - Not tested on Mac/iOS (don't have Apple's devices yet)
* Added expression nodes to visual script, please test.Juan Linietsky2016-09-041-0/+1440