summaryrefslogtreecommitdiff
path: root/core/io/logger.cpp
AgeCommit message (Collapse)Author
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
2020-07-08Enable file logging by default on desktops to help with troubleshootingHugo Locurcio
- Use the `.log` file extension (recognized on Windows out of the box) to better hint that generated files are logs. Some editors provide dedicated syntax highlighting for those files. - Use an underscore to separate the basename from the date and the date from the time in log filenames. This makes the filename easier to read. - Keep only 5 log files by default to decrease disk usage in case messages are spammed.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-03Remove some C++11 polyfill defines that are no longer neededHugo Locurcio
2020-04-02Replace NULL with nullptrlupoDharkael
2020-01-19Improve the console error logging appearanceHugo Locurcio
This makes secondary information less visually prominent to improve overall readability. Various loggers were also tweaked for consistency.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-02-18Fix parameterised macros in core. Addresses #25488IronicallySerious
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.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-11Moved member variables to initializer listWilson E. Alvarez
2018-10-19Fixing warnings generated by MSVCDualtagh Murray
Fixes #22684.
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-06-12Fixed regression making the logger not respect the max files limit.Michael Alexsander Silva Dias
2018-05-30Don't add a period to a log file name if it has no extension.Michael Alexsander Silva Dias
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-10-20Fix rotated logger naming and backup deletionRuslan Mustakov
2017-10-10Define va_copy with --std=c++03 (fixes #11979)Ruslan Mustakov
2017-10-05Fix logging of long strings via RotatedFileLoggerRuslan Mustakov
2017-09-25Extract logging logicRuslan Mustakov
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.