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2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
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 🎆
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
2020-11-11Refactor variant built-in methods yet again.reduz
* Using C-style function pointers now, InternalMethod is gone. * This ensures much better performance in typed code. * Renamed builtin_funcs to utility_funcs, to avoid naming confusion
2020-11-10Create Variant built-in functions.reduz
-Moved Expression to use this, removed its own. -Eventually GDScript/VisualScript/GDNative need to be moved to this. -Given the JSON functions were hacked-in, removed them and created a new JSONParser class -Made sure these functions appear properly in documentation, since they will be removed from GDScript
2020-11-09Refactored variant constructor logicreduz
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
2020-11-07Refactored variant setters/gettersreduz
-Discern between named, indexed and keyed -Get direct access to functions for typed GDScript and GDNative bindings -Small changes to some classes in order to work with the new setget binder
2020-11-06Exposed randi_range to global funcs + renamed rand_range to randf_rangeYuri Roubinsky
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-07-27Make all String float conversion methods be 64-bitAaron Franke
2020-07-01Merge pull request #38713 from aaronfranke/string-64bitRémi Verschelde
Make all String integer conversion methods be 64-bit
2020-06-03Remove 32-bit String to_int methodAaron Franke
2020-06-02Fix for Expression class: inner string can be single quotedntfs.hard
2020-05-19Style: Remove unnecessary semicolons from `core`Rémi Verschelde
Semicolons are not necessary after function definitions or control flow blocks, and having some code use them makes things inconsistent (and occasionally can mess up `clang-format`'s formatting). Removing them is tedious work though, I had to do this manually (regex + manual review) as I couldn't find a tool for that. All other code folders would need to get the same treatment.
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
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-01Fix out of bound array access caused by unassigned variableRafał Mikrut
2020-03-11Fix various typosluz.paz
Found via `codespell`
2020-02-25Merge pull request #36515 from reduz/packed-array-64-bitsRémi Verschelde
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
2020-02-25Expression: Fix parsing integers as 32-bitRémi Verschelde
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-13Remove more deprecated methods and codeRémi Verschelde
2020-02-12Remove deprecated decimals builtinRémi Verschelde
Replaced by 'step_decimals' in 3.2 via #21425.
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.
2019-12-29Add ord() function to Expression classDanil Alexeev
The ord() function was recently added in GDScript and VisualScript, but was missed in the Expression class.
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-07-20Merge pull request #30693 from Chaosus/lerp_angleRémi Verschelde
Added lerp_angle built-in function
2019-07-20Merge pull request #30576 from qarmin/lgtm_coverageRémi Verschelde
Changed some code reported by LGTM and Coverity
2019-07-20Added lerp_angles built-in functionChaosus
Co-authored-by: Xrayez <https://github.com/Xrayez> Co-authored-by: DleanJeans <https://github.com/DleanJeans>
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-18Add integer posmod and rename default arg namesAaron Franke
"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator. I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-05-28Added move_toward functions for float, Vector2 and Vector3Giacom
2019-04-30Make "decimal" functions more consistentAaron Franke
In GDScript, rename "decimals" to "step_decimals". In C#, add "StepDecimals", but keep the old functionality in a method called "DecimalCount".
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
2019-04-08Merge pull request #27231 from Chaosus/smoothstepRémi Verschelde
Added smoothstep built-in function
2019-04-07Added smoothstep built-in functionChaosus
2019-04-01Add object encoding param to serialization methodsFabio Alessandrelli
Network peers get_var/put_var File get_var/store_var GDScript/Mono/VisualScript bytes2var/var2bytes Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding. Break ABI compatibaility (API compatibility for GDNative).
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
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
2018-10-28Error running Expression.execute after parse errorsantouits
There happens a segmentation fault when you use Expression.parse() and you don't check for errors and then run Expression.execute(). So we check if there was a parse error in the execute method now.
2018-10-01Add support for '.[0-9]' numbers in ExpressionRémi Verschelde
Fixes #21874, supersedes #22065.