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path: root/core/method_ptrcall.h
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2017-06-01fixed PowerState enum castKarroffel
Quite a while ago I made a commit (131631b) where I did a weird thing to fix compilation with PTRCALL_ENABLED. And I couldn't sleep because of this after all these months. So here is the proper version.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-03-05really fixed PTRCALL nowKarroffel
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-01-17updated method_ptrcall.h to use 3.0 namingkarroffel
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2016-06-22Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky
statically typed languages, should help in the Mono integration. Disabled by default.