Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
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Implement well-defined handling of unrecoverable errors
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Plus the addition of some convenience CRASH_* error macros.
Plus transient avoidance of the flood of warnings emitted by Clang when checking 'this' for NULL.
Plus explanation about the do-while(0) loop in some error macros.
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- PoolVector leak
- mesh_remove_surface leak
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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
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-Added ability to request nodes using $Name in GDScript :)
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renamed to PoolVector
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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method.
Negative indices index from the end of the array.
Indices are range checked before attempting and return appropriate error when out of range.
Binding for RawArray in gdscript to access DVector.subarray() provided.
Documentation of RawArray.subarray() in classes.xml provided.
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This effectively allows invert() to be used on the following types:
ByteArray, IntArray, RealArray, StringArray, Vector2Array, Vector3Array, ColorArray
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-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
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