Age | Commit message (Collapse) | Author |
|
This makes secondary information less visually prominent
to improve overall readability.
Various loggers were also tweaked for consistency.
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
This adds the saves the programmer of doing something like SWAP(x++, y--)
and getting the wrong result unless the parameters are evaluated
before use.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Fixes #22684.
|
|
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.
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
And make it configurable, too.
|
|
|
|
|
|
|
|
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
|