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2022-06-30Errors: Fallback to `fprintf` if `OS` singleton doesn't existRémi Verschelde
Otherwise we would crash if something prints an error before init or after destruction of the `OS` singleton which handles printing/logging.
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-03-07Protection for array operator for Vector2 / 3 in DEV buildslawnjelly
A previous PR had changed the array operator to give unbounded access. This could cause crashes where old code depended on this previous safe behaviour. This PR adds DEV_ASSERT macros for out of bound access to DEV builds, allowing us to quickly identify bugs in calling code, without affecting performance in release or release_debug editor builds.
2022-02-05Add fflush to error macroslawnjelly
CRASH_NOW macros would previously crash before outputting any error messages. This PR ensures calling fflush for stdout before terminating.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-14Defer the call to 'popup_str' to the next cycle to let Godot Engine's editor ↵Xavier Sellier
time to properly start
2021-11-26Fix console colors on WindowsYuri Roubinsky
2021-10-14Implement toast notifications in the editorGilles Roudière
2021-10-04revert 0d7409a so additional error information prints in release buildsJordan Schidlowsky
2021-08-23Improve error descriptionsMax Hilbrunner
2021-04-27Add error_string functionFlorian Kothmeier
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code